Way to go! You are making good progress.
Thanks a lot, I'll do my best. Besides I'm trying to post any progress or difficulties here, to help others and myself as well as finding bugs.
I spent most of the day just trying to place the building on the surface. I don't know if it's a bug, but the trimesh should normally appear in front of the screen if I add a transform node first.
Well the transform node seemed to be in place, but it was gigantic and the building was somewhere on top of it. I can think of a few things I might have done wrong...
Try not to make any 3do model that you cannot stand to loose. Backwards compatibility was not important so far but I have built in the necessary infrastructure to port my own models. So, in the future we can port older models, but for now still be prepared to loose them in the upgrade.
Dont worry, I didn't use them although I created them. Besides, I put a halt in my models in order to adapt them to the game requirements (size, fullness, etc).
The new editor will address some of your problems but it will also be based on deferred lighting and contain new atmospheric scattering shaders. This means there will be a performance hit, especially with the water. Your objects, i.e. houses and shuttles will also need different shaders. I will supply everything necessary and create a template model file that already contains the GUI necessary to control the LOD and switch on different effects such as bloom, hdr etc. The LOD slider can really improve the performance by controlling the level of tessellation of the planet and water. So, the idea is to start with the template file and then add your planets and objects from there.
I will set everything up, test it a bit and then post a new download. I will also make a planet with a deep canyon. I have done it before. You have to use those sliders that “seem to be Min Max values”. They are basically designed to remap regions of the noise function which are in the range from -2 to 2.
Oh that's good news! But don't haste yourself so much I'm still learning how to create and place things, so eye candy is not really an issue yet. But hey, any new release is welcome! Thanks for all the hard work you've been doing.
I find that it's a pain to use the browser, it's really painfully slow, sometimes it crushes the editor. I don't know if it's my system or if it happens to everybody... that I'll appreciate if it's promptly fixed (it slows down the work flow) .
I could only do 5 copies of the buildings, so far I had 10X5 + 20 = 70 trimeshes, trying to copy anymore crashed the Editor.
Have you tried to land you shuttle on top of one of the buildings yet ? Did the collision detection work out alright? Sorry about having to model the inside of the buildings, but I am pretty sure its pretty standard thing to have blackface culling turned on. Also you want some thickness to the walls, otherwise collision detection is could get all screwed up.
Colision detection was nowhere to be seen. The shuttle goes through the buildings. Backface culling is standard procedure in game engines, only Blender (as far as I know) let's you turn it off. Besides, as you said, walls need soe thickness, otherwhise they wont look realistic. I like my models better like this, it's no trouble at all. The polycount doesn't seem to affect performance either.
I'll redo the all scene, and give a second report. Thanks for all your attention!
Torakunsama out!