FUEL: REFUELED is an enhancement modification for the game FUEL, which brings multiple bug-fixes, improvements and the addition of various new content.
Posts | ||
---|---|---|
World geometry generation | Post Reply | |
Thread Options | ||
Sep 22 2010 Anchor | ||
(sorry in advance for too long description on the matter and the lack of screenshot) As you remember, the game is using geometry generation and auto mesh placement, and it's good because we don't have to install something like 100gb distributive. I was surprised to find that AutoMesh feature (generation of prop models positions based on various conditions) parameters are open for editing and quite simple in structure. However this part is more or less ok, so I'm more interested in terrain geometry generation. It's clear that the game archives store heightmaps, terrain diffuse textures, and road/river maps (these are probably not texture maps, there are easier ways to store such data), since this is basic data required for geometry generation. Many road and river path and terrain features look strange and random, so massive part of the game is probably generated too, - but during the development process (maybe with some professional tools like Terragen or Vue), not on client side, since it would take too long and the result is too unpredictable. Sorry, closer to topic. It's quite easy to generate 3d polygonal terrain from the heightmap and other data, so the game archives surely doesn't contain terrain models. What you see under and around your wheels while you drive is a deformed polygonal plane (with level of detail changing by distance from the camera) with textures applied. I suppose the generation works like that: 1. First, the main level of terrain detail based on heightmap textures is generated (it's the location design itself - all of those mountains, hills, fields, canyons, etc.) 2. Then, in smaller area around the player, secondary level of detail is generated: the good example of this are small rock formations of several meters in size (you can easily bump into them if not being attentive in overgrown areas - but don't confuse them with separate "automesh" models which are quite detailed stone models), which are too small to be the part of heightmap with reasonable resolution. Roads and rivers are also related to this, because they are not props and require terrain deformation for proper placement (you can see how this level of detail is generated while driving through large open areas with huge height differences - for example, it's clearly seen how distant serpentine roads are "cutting" through slopes, forming a flat space; or how mountains raise the detail). 3. Then, the textures are applied: first, the main diffuse texture (all territory was probably cut into, say, 512x512 square textures with various coloring), then, above it (maybe, in "multiply" or "overlay" mode) the detail textures like dirt, sand, rocks, etc. and the textures of roads which have a more complicated mapping (some kind of uvw along the path). I suppose the game supports multi-texturing with proper blending, since the roads doesn't look like decals. Only after that the grass generation and automesh generation kicks in, placing the vegetation and other props on the resulting surface. *** So, what's the problem here? Well, there is at least one. I suppose that some of generation parameters were left unconfigured or disabled in several areas, which lead to weird-looking results. Do you remember that rivers in several zones are generated without height smoothing, which lead them to look like pixelated cracks with slopes of almost right angle? That's the case. Looks weird, provides instant death => needs to be fixed I think there is a set of parameters related to terrain geometry deformation for rivers placement (pt. 2). It's propably zone-dependent and contains information about river width, random path deformation, depth of the bottom, and, finally - the radius of height smoothing (which is the easiest way to control the steepness of shore slopes). And when the river is looking like crack - for sure it's set to zero in this area. *** Unfortunately, only automesh generation parameters are stored outside of DPC archives. I suppose it's possible to find the configuration files for each zone in the archives from WORLD folder. Maybe the developers placed the terrain generation rules within the same config as stuff like zone-dependent weather settings, so it's worth searching not only for the possibility of fixing this issue. *** I can't remember any other generation problems as serious as being able to bump into vertical wall of the crack-like river while driving through a peaceful field, but is the possibility of generation parameters editing will be uncovered - it would be great in many other ways. For example, it would be possible to reconfigure some rivers to be wider yet less deep - I can already imagine a fun race through a forest shallow river bottom - it's quite different from driving on the road. Of course you understand that's it's not only for the sake of races, - anyway, why the hell every river of a thousands is 2m wide weird stream? Or to remove weird spikes on a snow, or make the snow surfaces more variable, etc. *** To sum it up: Vetron, if it's not hard for you, could you please look into the .dpc archives (probably the ones from the /world folder) for any configuration files on the matter? Edited by: bac9 |
||
|
Sep 22 2010 Anchor | |
Being able to improve the terrain would be pretty cool and is definitely something I'd want to someday mod I'm able to open the archives using the plugin I put up for download that requires the registered MultiEx Commander and this is what I'm presented with: Here is a small download (only a few kb) of a file extracted from another .dpc achive (USA_CR1) - Rapidshare.com Of the world folder the following files contain the following stuff: (likely guess) USA1_CR# (1-72) = Race related geometry, specific items loaded when a race is started. USA1_HUB_# (Zone Name) = Geometry relating to the camps or maybe the circuit races USA1_REGION_HUB_# (Zone Name) = Geometry relating to the circuit races or may be relating to the camps An original post where I got the plugin from can be found here: Forum.xentax.com |
||
Sep 22 2010 Anchor | ||
Thanks, I'll try to ask some programmers (who coded utilities for STALKER) about the format of this archive.
Wait, what? 0_o Those tunnels in Redrock Bluffs aren't there in free roam? 0_o As I remember all geometry of this kind is static and displayed anytime: for example, all garbage placed for the race on Drownington Cove bridge. Some stuff like direction signs was placed only in races, but as I remember - barriers and etc. were there anytime ) Edited by: bac9 |
||
|
Sep 22 2010 Anchor | |
Nope... I dunno wtf the devs were thinking, but the villages, tunnels and all the good stuff from races isn't included in free ride lol The circuit races are an exception, the assets of those races are included in the main game-world.. I dunno why. But it would be cool to have everything from races show up in the main game-world, even have checkpoints placed along the route of career races.
Cool thanks - I can't imagine these achieves being that difficult to get into, but archives such as this aren't really my area. But if the files could be accessed then that would make it possible to add a ton more assets to game-world... add new villages... add those tunnel things on the cliff-side roads... even expand the in-game cities such as drownington and dustbowl. There a ton of possibilities, but alas the files need to be opened first lol |
||
Sep 23 2010 Anchor | ||
Awesome.
Well, that'd be complicated. I think the developers placed the assets using some kind of editor (for example, it could have been implemented as the mode for fuel.exe, with free camera and some tools), as every healthy developer does (it's always worth it to make tools which can be used by designers without bothering tech guys anymore). As about us, I doubt the editor is still included there, so we'll have to manually collect the coordinates for every prop, and it'd take a lot of time. Not to mention the massive headache after testing/correcting each object position for 10 times I did something like that in STALKER before SDK (with level editor) and level decompilation tools were released, and it wasn't fun. Still, these are cool ideas, and, if possible - it would be awesome to realize them. *** No answers on the matter yet, sorry for delay. Edited by: bac9 |
||
|
Sep 23 2010 Anchor | |
Yes I would imagine placing new props would take a long time - if even possible. However the races themselves I develop are entirely by hand in without any editor, checkpoint placement while initially awkward to understand, I now find pretty easy (Still takes a long time to make and test though!). Providing the props use the same co-ordinate and placement system (I would imagine races come exported from a similar, if not the same editor, given that extra assets are placed in a great deal of races) then it at least means it would be possible to achieve. Tbh I'd be happy just fixing and improving existing terrain and just implementing those assets that are only in races into free ride lol Update: To get any access at changing the terrain data it looks like the bins within the USA1 file are going to have to be decompressed somehow, but as of now, I have no ideas on how to do this. I may make a posting in my next news item to bring the subject back into light and see if anyone has any ideas. |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.