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RE: Art style - coherency

Posted: Fri Jul 12, 2013 3:52 am
by shadmar
I think the uniform star labels might ruin the depth abit. How does it look if you turn off labels?

RE: Art style - coherency

Posted: Fri Jul 12, 2013 4:31 am
by Loki999
Looks good fluffy, would be a nice addition. As for why you can jump to systems outside your range. What does the info say about the range? Does it say its within range or do you mean its just outside your sphere? There could always be some wonkiness with the positioning of systems when compared to their actual range. How big a difference is it really? Perhaps you could just fudge it a little, make your radius a couple of % greater to catch them all :P

RE: Art style - coherency

Posted: Fri Jul 12, 2013 5:10 am
by fluffyfreak
@robn,That might explain it but I think it might be a rendering discrepancy, hard to tel right now, guess I'll have to experiment and play around with it a bit :) @Tichy,I hope to do something about star rendering in another patch later on, one thing at a time this time around to keep the PR's smaller. I may have to try brightening / dimming stars but it is already doing some of that for reachable system and I hoped that would be enough.I'll be adding a similarly transparent disk that bisects the sphere in the plane of the grid next. @shadmar,Yeah you're right, it'd be better if they were truly 3D so that they'd be affected by the transparency of the sphere. @All,What about changing the grid itself? Do people have any opinions on that?I used a shot from EVE before with range nicely delineated by circles which might be simple to add?

RE: Art style - coherency

Posted: Fri Jul 12, 2013 5:35 am
by TheBob
One sector. An 8x8x8 ly cube. I was actually thinking of the "grid" of the engine. I.e. if you draw a vector of length one, how long a distance will it represent? It's not reall important, though. I thought there might be a slight chance that it is connected with fluffyßs distance problem.

RE: Art style - coherency

Posted: Fri Jul 12, 2013 5:42 am
by shadmar
There always the star citizen way :)  So ring style grid looks nice. I also would suggest maybe the stars where rendered glowing with some halo.

RE: Art style - coherency

Posted: Fri Jul 12, 2013 6:24 am
by Guest
I think that a circle grid like that, centered on your position, will be useful to plan the route to far systems. With that, I can easly see the distances and where to stop over.But if I need to see what systems are in -5, 3, 8, I need a square grid.Maybe we could have both? The square grid alinged with the system coordinates as it is now, and the circle grid alined to my point of view, so I can rotate the star map and use the circle grid to do my measurements.

RE: Art style - coherency

Posted: Fri Jul 12, 2013 6:42 am
by fluffyfreak
I think I'll avoid the circular layout actually after seeing that Star Citizen one. There's some nice things to it but that isn't one of them. Also I think having a circular layout makes it all too centered on the player, they're just one player in a galaxy after all :) With the jump sphere and disk I might try out some circles and distance markers related to that but that's as close as I think it should get.

RE: Art style - coherency

Posted: Fri Jul 12, 2013 7:33 am
by lionheart
There always the star citizen way :) It's ironic though that the second you want to actually make use of the map it converts to 2D :) I think a functional 3D starmap is actually a huge design challenge, I'm interested to see if Braben has the guts to do one for Elite Dangerous, but I have a feeling he'll wimp out and go 2D. ideas; -rendering the systems in 3d-perhaps having the highlighted system as a light source.-having the light source cast shadows on the systems around it.-having some sort of animated sonar ping type wave emanate from the centre of the sphere, temporarily highlighting planets as it passed them, and then having them gradually fade back to their standard brightness.-having systems further away from the selected system appear more transparent or dull.-having the text labels of systems further away from the selected system appear smaller and a radical one; instead of a third person camera, place it in first person on the selected system, that way you could rotate 360 and have nearby systems shown more brightly, with systems in the distance gradually fading to invisible if they were out of jump range, effectively conveying their distance. you'd also lose the problem you have in third person of having to look through a bunch of stars to see your targeted system, and then further on to other ones, whereas with first person view you'd only see stars in your field of view, which you could easily rotate. Also two words; Oculus, Rift Pretty sure people would go nuts for a 3d view with them at the centre that they could rotate around using their headset. Anyway got a bit carried away there, so most of the above is probably of no value :)

RE: Art style - coherency

Posted: Fri Jul 12, 2013 2:03 pm
by TheBob
 and a radical one; instead of a third person camera, place it in first person on the selected system, that way you could rotate 360 and have nearby systems shown more brightly, with systems in the distance gradually fading to invisible if they were out of jump range, effectively conveying their distance. Effectively celestia with a few more modifiers for luminosity... Celestia is a great program, no doubt, but it would not be the kind of interface I would want for the job at hand. The current setup works very well (a little more zooming distance before it switches to the dot-view might be nice) for what it needs to do, that is, giving you a good impression on where you are and where stuff is. A nice addition might be to show the players current position in the galaxy map, although that would probably only be of any use by a very few people that travel really, really far...

RE: Art style - coherency

Posted: Fri Jul 12, 2013 2:42 pm
by fluffyfreak
@LionHeartI like some of those ideas and I think they could apply in different ways/areas.The map is already 3D, there's just nothing to give it a sense of depth aside from the grid. I'm hoping that when I get this disk working it might make things feel a bit more... deep. Other stuff like being able to look around a select star systems would be a good addition to the in-flight mode.Especially when my f**king Oculus Rift arrives (4 months, 5 months on the 22nd!) and I can get it working!

RE: Art style - coherency

Posted: Fri Jul 12, 2013 3:16 pm
by lionheart
Effectively celestia with a few more modifiers for luminosity... Celestia is a great program, no doubt, but it would not be the kind of interface I would want for the job at hand. The current setup works very well (a little more zooming distance before it switches to the dot-view might be nice) for what it needs to do, that is, giving you a good impression on where you are and where stuff is. A nice addition might be to show the players current position in the galaxy map, although that would probably only be of any use by a very few people that travel really, really far... Yeah I'm sure you're right, I think I just got a little carried away with the idea. I agree about the zoom too, I think it could do with going a bit further before switching to dots. @LionHeartI like some of those ideas and I think they could apply in different ways/areas.The map is already 3D, there's just nothing to give it a sense of depth aside from the grid. I'm hoping that when I get this disk working it might make things feel a bit more... deep. Ah sorry, I should have said 3D system orb rather than system, I just thought 3d orbs in conjunction with light and shadow would be a great way of conveying depth effectively, Of course it's easier to me to create a lame mockup of it than it is for you to implement it :D

RE: Art style - coherency

Posted: Fri Jul 12, 2013 3:50 pm
by TheBob
While I get the intent of this, somehow I can't quite come to terms with the concept of shadows on stars... :lol:

RE: Art style - coherency

Posted: Fri Jul 12, 2013 9:02 pm
by robn
The difficulty with the circular grid is that the space goes in six directions. I don't know how to make it look right. Bit that's just me, maybe you have a big idea.

RE: Art style - coherency

Posted: Sat Jul 13, 2013 3:10 am
by Guest
How about this? I imagined it like the map is inside some kind of volumetric fog. The selected system (or the system you are in) illuminates the fog until the limit of your hyperspace range. Inside this, we have different spheres at every X light year step. The nearer to your system, the lighter the volume inside the spheres. The other systems are glowing lights (but not light sources). The grid is no longer an horizontal plane but a 3d grid thet reflects the light of the selected system (like it's made of metal wires). Maybe, the grid could cast some shadow inside the fog to give the feeling of a 3d scene.When you zoom inside a system, it turns into the system orbit screen, with the star (or stars) that illuminates the planets (non glowing spheres) and the planets that casts shadows into the fog. In this view, the orbits could be neon glowing or "metal-like".

RE: Art style - coherency

Posted: Sat Jul 13, 2013 5:03 am
by fluffyfreak
Well...Lit spheres representing suns with a shadow should actually be quite easy so I might try this - despite shadows on stars being a bit odd ;)Illuminated volumetric fog will be quite difficult I think so might leave this until later,Zooming transition to the SystemOrbit screen is good so might try this too,Having the grid handles all of the systems as thought they're glowing lights would probably mean rewriting the renderer to be a deferred or light-pre-pass one... so I'll leave that for now :DEither way, it's the weekend, the Sun is out and there's a BBQ at 1pm so erm... laters!!! :D :drinks: :alcoholic:

RE: Art style - coherency

Posted: Sun Jul 14, 2013 10:25 am
by fluffyfreak
Okay latest attempt. [attachment=2070:screenshot-20130714-151807.png] I've extended the cached system distance outwards, also I can now zoom further out before it switches to the far system view which I feel works much better. There's a disk through the centre of the sphere, I did want it projected down onto the green grid but after bashing my face against all of the matrix transforms I've just left it there where it is for now! :alcoholic: Oh and I fixed the issue I was having with the hyperspace jump sphere and the disk being different sizes, it turns out I was simply using the wrong transformation matrix for the hyperspace sphere!!! Doh! :ok: Comments and feedback welcome.

RE: Art style - coherency

Posted: Sun Jul 14, 2013 10:43 am
by Guest
I like it. :)I'll try to make the sphere a little less opaque on the edge. Maybe also trying some different colour? Could it be the colour of the faction of this volume of space? I think that the colour could be used to comunicate some information.

RE: Art style - coherency

Posted: Sun Jul 14, 2013 10:57 am
by TheBob
Very nice!! I'll second Tychi, though: Tone the borders down a bit, they're standing out too much.

RE: Art style - coherency

Posted: Sun Jul 14, 2013 11:20 am
by fluffyfreak
Ok these are with it scaled to be half as opaque, or more transparent if you like. What isn't obvious from the other shot is that the disk uses the same shader so it's transparency is a function of the angle that you're looking at it. I've done 3 screenies to demonstrate that this time :) [attachment=2071:screenshot-20130714-161415.png] [attachment=2072:screenshot-20130714-161419.png] [attachment=2073:screenshot-20130714-161423.png] The edge is going to be quite severe but as you're swishing the view around it also highlights the fact that it is your jump limitation. I dislike the idea of colouring it by faction since it naturally overlaps multiple factions at times and I am reluctant to colour the vertices of the sphere + disk according to where they lie in faction volume space... though I think I could... no no, horrible idea, bad Andy! :D Maybe later i could add the option to pick what colour you'd want it to be, via the options screen perhaps, but for now I'd just like a pick a colour and keep this commit as simple as possible.

RE: Art style - coherency

Posted: Sun Jul 14, 2013 11:25 am
by TheBob
 Maybe later i could add the option to pick what colour you'd want it to be, Don't give people the opportunity to destroy the interface. Rather, design it well and choose the colors well.