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Better Landscapes in SL

Chai Tokugawa
Registered User
Join date: 14 Feb 2005
Posts: 12
03-24-2005 17:40
From: Hiro Pendragon
personal-computer game? Not only is personal-computer improper (no hyphen), which any copy-editor should have caught, it's also for the Mac. They obviously didn't interview Cory Linden :)


A compound modifier takes a hyphen. (It's not a personal game, it's a game for a personal computer.) And even though I'm slavishly devoted to my Mac, I'd allow personal computer (lowercase) as a generic for non-Windows machines, too. :)
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
03-25-2005 08:06
SpeedTree trees CAN be quite pretty. We use them at work too:

Obivion Trees
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Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
04-04-2005 13:23
From: Ryan Linden

We will not be giving the community tools to create unique trees right away. Giving residents foliage creation tools is definitely something we want to do, we just need to design a smart way to do it.


<Runs away crying>

Um, I'm probably REALLY wrong here, don't know ANYTHING about speedtree outside of this thread, but I really think it would be nice if we could define our own textures. Give us a "tree template" just like the body templates. I mean, when I look at the tree textures right now they appear to have the "up close trunk" on the right, the "distant view" of the entire tree at the top left, and the "close up branch" under on the left. I could edit that. Have tried editing that using the new 1.6 ability to "replace" any texture with a streaming video, and COULD do it right now... just let me specify a texture in the edit menu for the tree!

This _alone_ would allow everything from "Christmas trees" to any sort of origanic or mechanical things that would "move" like the trees do. I want chinese lanterns hanging in my trees. I really want residents to have foilage creation tools. I just don't see it happening any time soon. In the meanwhile, I think a "quick fix" would be to let us apply our own textures.
Nephilaine Protagonist
PixelSlinger
Join date: 22 Jul 2003
Posts: 1,693
04-04-2005 16:20
wow!! cant wait to see this.
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Postmark Jensen
is not a jerk.
Join date: 23 May 2004
Posts: 281
04-04-2005 17:12
Dammit Tiger, stop lording your job over me! :D

PS: Post more screenshots of TES:IV, I have all of them off the site, but I know you can hook me up with the good shit.
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Postmark Jensen
is not a jerk.
Join date: 23 May 2004
Posts: 281
04-04-2005 18:08
Besides the trees, does SpeedTreeRT also does the grasses? I would LOVE to see real grass in SL! (Calm down Darko, I mean grass like you find on a lawn)
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Zuzi Martinez
goth dachshund
Join date: 4 Sep 2004
Posts: 1,860
04-04-2005 18:44
hell if they're going to make the landscape look so much better they need to improve avatars too or we'll look like homeless folks invading a country club. :D
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Chameleon Calliope
Invisible Woman
Join date: 14 Feb 2005
Posts: 76
04-04-2005 18:53
I'm confused. I assumed "personal computer game" referred to a non-online game. *scratches head*
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Darko Cellardoor
Cannabinoid Addict
Join date: 10 Nov 2003
Posts: 1,307
04-05-2005 06:16
From: Postmark Jensen
Besides the trees, does SpeedTreeRT also does the grasses? I would LOVE to see real grass in SL! (Calm down Darko, I mean grass like you find on a lawn)


:D
Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
04-05-2005 08:26
Improvements in graphic quality would of course be wonderful ... unless they're at the expense of rendering speed.

SL still doesn't use the vertex and pixel shader hardware on our GPUs, except for a few minor things like rendering water. We keep hearing hints that it's being looked at ... What's the latest on this?
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Juro Kothari
Like a dog on a bone
Join date: 4 Sep 2003
Posts: 4,418
06-26-2005 16:19
Hey Ryan - any update on the Speedtree implementation? How's it going?
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Cybin Monde
Resident Moderator (?)
Join date: 27 Jan 2004
Posts: 2,468
i would like to..
06-26-2005 16:28
..add my support to this question.

any updates?
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"We, as developers, are doing the easy part – building the scaffolding for a new world. You, as the engines of creation, must breathe life into it."
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
06-26-2005 17:37
Adding my support as well... updates?

I'd love to see things like a grand canyon in SL, but that'd take a few sims I imagine. SL needs more landscape landmarks.
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Goyan Luchador
Carbon Based Humanoid
Join date: 23 May 2004
Posts: 218
06-26-2005 18:29
I would like to see a 'Lost World" or Jurassic Park type sim, using this rendering, with roaming, deadly Velociraptors! KEEP YOUR ARMS IN THE PEOPLE MOVER!!!
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
06-26-2005 19:23
From: Goyan Luchador
I would like to see a 'Lost World" or Jurassic Park type sim, using this rendering, with roaming, deadly Velociraptors! KEEP YOUR ARMS IN THE PEOPLE MOVER!!!

That'd be cool, but I just can't help pointing out the one part of Jurassic Park that really urked me. Velociraptor was only 1/4 the size portrayed in the movie. It was only about the size of a large dog. There were certainly other raptors they could have chosen that were much bigger. I guess they just liked the name. The only part they got right was that it was probably the most intelligent dinosaur that ever lived, although all raptors were likely very intelligent, so again, there are many species that could have fit the bill. Still a good movie though.

Anyway, back on topic, SpeedTree looks really cool. I'm excited.
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
06-26-2005 20:08
From: Chosen Few
Velociraptor was only 1/4 the size portrayed in the movie. It was only about the size of a large dog. There were certainly other raptors they could have chosen that were much bigger.
They made the Dilophosaurs about a quarter of the size of actual adult fossils, too. I guess when taking liberties like making them frilled and spitting poison, that's probably not the biggest problem, but still... ;)
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Ryan Linden
Linden Lab Employee
Join date: 31 Dec 1969
Posts: 87
06-28-2005 08:59
Hey all,

The ST integration is going very well. We have successfully converted all our currently variates and are beginning work on some others. ST has an amazing library of trees and grasses that we could use as well. They even have underwater species like corals!

The ST client allows us to tweak the wind parameters of each individual plant or tree type. We are playing with this now. If all goes well, each tree in SL we sway at a different speed!

All the new tree and grass work will appear when the new rendering engine makes it's debut. So, we are a ways off yet. I will keep you all posted as new developments arise.
Kage Seraph
I Dig Giant Mecha
Join date: 3 Nov 2004
Posts: 513
06-28-2005 10:23
Any word on how hard this will be on the SL client CPU footprint? The trees are gorgeous, true, though some of us run with minimal tree detail to minimize clientside lag.
Cybin Monde
Resident Moderator (?)
Join date: 27 Jan 2004
Posts: 2,468
cool
06-28-2005 10:31
good to hear updated news that it's still moving along, and quite well at that.

but still, you guys at LL certainly know how to make us drool for extended periods of time. then again.. it's always worth it! ;)
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"We, as developers, are doing the easy part – building the scaffolding for a new world. You, as the engines of creation, must breathe life into it."
- Philip Linden

"There is no life I know to compare with pure imagination. Living there, you'll be free if you truly wish to be."
- Willy Wonka (circa 1971)

SecondSpace (http://groups.myspace.com/secondspace) : MySpace group for SLers.
Juro Kothari
Like a dog on a bone
Join date: 4 Sep 2003
Posts: 4,418
06-28-2005 13:14
Hey Ryan! Thanks for the update. When you mentioned wind and how it makes the plants sway - it reminded me of something I'd love to see in the future:

An option to turn off wind effect on plants. This would be very useful when wanting to use the plants indoors w/o having the sway.
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
06-28-2005 16:00
From: Ryan Linden
Hey all,

The ST integration is going very well. We have successfully converted all our currently variates and are beginning work on some others. ST has an amazing library of trees and grasses that we could use as well. They even have underwater species like corals!

The ST client allows us to tweak the wind parameters of each individual plant or tree type. We are playing with this now. If all goes well, each tree in SL we sway at a different speed!

All the new tree and grass work will appear when the new rendering engine makes it's debut. So, we are a ways off yet. I will keep you all posted as new developments arise.



Please make sure Palm Trees do not sway and look like they're about to be ripped out of the ground by a monsoon as the current ones do. :P

And I agree with Juro, a way to turn off wind effect would be good if possible.
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Sky Calliope
The Scatterbrain
Join date: 21 Mar 2005
Posts: 46
06-28-2005 16:17
this looks like it will give a more deeper colors and realism to the landscape, cant wait
but i also agree with Kage, is there a way to have SL where dont have to have the 3d details so low so wont lag?
reason im asking is..my son plays world of warcraft or whatever game he is into, i have notice that it runs smoother and the graphics are vibrant and all.....would love SL to be this way, the landscape,objects and avatars; whole thing lol:)
Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
09-24-2005 22:23
From: Sky Calliope
this looks like it will give a more deeper colors and realism to the landscape, cant wait
but i also agree with Kage, is there a way to have SL where dont have to have the 3d details so low so wont lag?
reason im asking is..my son plays world of warcraft or whatever game he is into, i have notice that it runs smoother and the graphics are vibrant and all.....would love SL to be this way, the landscape,objects and avatars; whole thing lol:)


The thing to keep in mind here is that in something like WoW, or any out-of-the-box game, the entire 3-D world, all the character models, all the building and landscape and textures - ALL of it's on your harddrive, in your computer.

With SecondLife, your avatar, the skin and clothes and attachments you're wearing, each and every prim and texture, has to be sent over your internet connection. As a result, some designers use smaller, less detailed textures that load quicker. People use less prims/polygons to make things because vehicles can only have a certain # or prims and land supports only a # of prims.

Not saying I don't agree with you, it would be great to be able to have more detailed avatars, landscapes, and building options...

Lindens, and word on when we'll see our shiny new trees? Along with Havok, whenever it gets done? :cool:
Joseph Proudfoot
Proud Tsalagi
Join date: 2 Sep 2004
Posts: 234
09-25-2005 07:37
sweet, I'm looking forward to this. :) Will that work for avatars too, or just landscapes? Realism ROCKS!!!
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