What did you do in Empyrion today?

Discussion in 'General Discussion' started by Slam Jones, Oct 17, 2015.

  1. Kassonnade

    Kassonnade Rear Admiral

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    It really changes the looks of a planet... But I had to remove all deco because there is nothing I can do to exclude trees from the roads. I may have found a solution/ trick by restricting trees/ decos to a "range" of slopes, and roads to another one. That makes design a bit more complicated.

    NewGame_1_2018-04-03_21-19-59.png
    NewGame_1_2018-04-03_21-20-27.png
     
    #11501
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  2. rucky

    rucky Rear Admiral

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    Perhaps I should upgrade that Mustang again a bit...

    or what do ya think?

    _HV_Racer_01_2018-04-04_19-02-15.png

    DEATH RACE !!
     
    #11502
  3. Hicks42

    Hicks42 Rear Admiral

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    It needs a spiked cattle-catcher

    As is is there it looks more I-76 than Mad Max.

    Not that that is a bad thing.
     
    #11503
  4. WolfEyes

    WolfEyes Captain

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    Where is the rear spoiler?

    [​IMG]
     
    #11504
  5. Kieve

    Kieve Rear Admiral

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    That is exactly what I thought when I saw it, but couldn't remember the game's title. Thank you.
     
    #11505
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  6. rucky

    rucky Rear Admiral

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    Mad Max already there...

    [​IMG]

    We're here for the G-Rated Version only.... :confused:o_O:p
     
    #11506
  7. rucky

    rucky Rear Admiral

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    Spoiler... uh... I check that...
     
    #11507
  8. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    Perhaps in a future Race... perhaps... :)
     
    #11508
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  9. rucky

    rucky Rear Admiral

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    okay,
    better ?

    _HV_Racer_01_2018-04-04_20-43-33.png
     
    #11509
  10. T431

    T431 Captain

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    Personally I liked it better without a spoiler. Maybe a drag wing would work well.
     
    #11510
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  11. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    Or alternatively, it's rucky's ride & he can do whatever the halibut he wants with it. :p
     
    #11511
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  12. rucky

    rucky Rear Admiral

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    I've taken the Spoiler.

    [​IMG]

    better than the Antennas. Thanx for the suggestion!
     
    #11512
  13. Arrclyde

    Arrclyde Rear Admiral

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    i thought about a death race a long time ago. I would just limit it to fixed guns since it is pretty much way to fast when using turrets. You'll have the one that turns up with a HV that has an arty turret. ;-)
    Also you would probably need to work with tradeoffs: limit the number of thrusters and RCS while leaving armor free. Than you have the choice to build either a quick and nimble HV or a heavy well armored but slow HV. And with the restriction of only one fixed minigun it might take a while to have the last man standing.
     
    #11513
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  14. Haro

    Haro Commander

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    Preview of a current project ...... Babylon 5 Vorlon Dreadnought

    20180404221639_1.jpg
     
    #11514
    Last edited: Apr 4, 2018
  15. Track Driver

    Track Driver Rear Admiral

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    I'd like to show my progress with Achilles. These are exterior shots during handling abs weapons testing. The hull is currently airtight. two of the rocket launchers need to be relocated. The 'ramp bottom A' blocks that cover the side-mount pulse lasers with their phantom cubes.
    it was so much nicer when you fire thru partial blocks. Anyway:
    2018-04-04 (1).png 2018-04-04 (2).png 2018-04-04 (3).png 2018-04-04 (4).png
    Had to do a little touch-up. I still missed a spot. (and the whole other side).

    2018-04-04.png
    i keep forgetting to put my tools away.:rolleyes:

    2018-04-04 (5).png
     
    #11515
  16. WolfEyes

    WolfEyes Captain

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    #11516
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  17. WolfEyes

    WolfEyes Captain

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    You're most welcome.
     
    #11517
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  18. WolfEyes

    WolfEyes Captain

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    If you were to go through and remove the trees and whatever else may be in the road (could leave a rock or boulder or two*evil grin*) by hand would they just respawn in the same place or would it remove them permanently? Time consuming, yes, but perhaps easier?

    Inquiring minds want to know. :D
     
    #11518
  19. Kassonnade

    Kassonnade Rear Admiral

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    When a player removes stuff in game it is removed forever, apart some POIs and ore nodes (if regen=true). The problem is when the playfield is "generated" at the beginning of a new game, the deco items (trees, bushes, rocks, plants) are placed everywhere in a biome, regardless of textures. What defines the placement of these deco items are "slope" and altitude, for example "open plains" biome contains specific trees, plants and rocks, and lies between altitudes X and Y, and all decos can spawn if slope of the ground is between 0 and 10 degrees. So if a road is flat it is the perfect ground to spaw deco items.

    So it may be possible to restrict deco items on a set altitude to spawn on slopes between 5 and 10 degrees, and it will leave the road free as long as it is between 0 and 5 degree slope. If I make the ground generally rough with lots of bumps, and make the roads real smooth, I can then "force" items to spawn exclusively on "rough ground" because there are small slopes on every bump. The contrary happened when I first tried to make custom maps, where the ground was too rough and no deco spawned at all, anywhere, although there were large flat areas. Flatness was on a "large scale" but on a small scale there were bumps on almost every voxel of the terrain surface. Just smoothing the ground made all deco appear.

    I could also make the road just 2 meters lower / higher than the flat ground around where the biome's altitude is set. If I want to make a long stretch of road climbing a hill I will have to make the biome's deco items spawn on smaller slopes than the road. I will try a mix of these tricks to get my roads free of deco.

    Edit : one very positive aspect about the way the game "randomly" places items on the terrain is that since most roads logically go on flat grounds (fields, valleys) that is also where most of the POIs are placed. So by making at least one road in the plains between each big mountain, and having one or two climbing to reach a plateau, all POIs have a road nearby. This makes the whole terrain seem more "logical" since roads all lead somewhere interesting, or seem to link these places together.
     
    #11519
    Last edited: Apr 5, 2018
  20. WolfEyes

    WolfEyes Captain

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    I was afraid you were going to say that. I can see your approach is pretty much the only choice. I'm confident you'll succeed.

    Thanks so much for the info. It will be most useful when I can start on the projects I have in mind. Finally, a way to make roads that don't look like crap or suck up a boatload of blocks. Yay! \o/
     
    #11520

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