These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

New dev blog: Introducing New Nebulae into EVE

First post
Author
Obsidian Hawk
RONA Midgard Academy
#61 - 2011-11-03 18:24:58 UTC
CAN you make the original nebulae available as backgrounds for our desktops?

Why Can't I have a picture signature.

Also please support graphical immersion, bring back the art that brought people to EvE online originaly.

Lolmer
Merciless Reckoning
#62 - 2011-11-03 18:25:13 UTC  |  Edited by: Lolmer
Can you have the Dev Blog authors post links in the forums to their own Dev Blogs so that the +1's for a well-written and exciting Dev Blog goes to them and CCP Guard does not hoard all the +1's? ;)
Zirse
Risktech Analytics
#63 - 2011-11-03 18:25:38 UTC
hired goon wrote:
Uhm... I know I'm in the minority here but... what about wormholes? I barely leave my wh these days, will that mean we see no improvement? I remember reading a dev comment once about a plan to make successive wormholes look more evil and dangerous the higher level they are. Is this still happening? Thanks.

edit: Also, on the concern that ships will not be as diverse in colours now, could you not have them reflect different colours from different coloured stars in each system - ignoring the nebulae?


Wormholes already have a background that is much better than the standard kspace one.
Strike Severasse
#64 - 2011-11-03 18:25:55 UTC
Looks great, a feeling of depth makes it real.

I came to Eve because of the fantastic graphics, I stayed for the ships and variety of things to do.

The learning curve was not hard really, since you get to learn in small steps. Incarna would have made it easier thou. Incarna as shared lounges, not private CQ vanity rooms, would bring new blood. No styles rip off, just standing lounges to meet and form up groups with others.

Great job!!

.

Lolmer
Merciless Reckoning
#65 - 2011-11-03 18:27:38 UTC
Grukni wrote:
Great Job!

I'm somewhat and somehow disappointed of the granularity chosen for each unique backdrop. Region based granularity seems too big for my taste. At first I thought you would notice the changes in the position of nebulae at a solar system basis, each time you jump from an stargate to an other.


I'm hoping that this is just the first iteration and the next (or one after that at most) would add finer granularity. e.g. iteration #1 adds Constellation granularity and iteration #2 adds Solar System granularity.
Katrina Oniseki
Oniseki-Raata Internal Watch
Ishuk-Raata Enforcement Directive
#66 - 2011-11-03 18:28:22 UTC
hired goon wrote:
Boltorano wrote:
hired goon wrote:
Uhm... I know I'm in the minority here but... what about wormholes? I barely leave my wh these days, will that mean we see no improvement? I remember reading a dev comment once about a plan to make successive wormholes look more evil and dangerous the higher level they are. Is this still happening? Thanks.


I like the current system, where I can tell what class of w-space I'm entering just by the background color.



Of course, but what *is* the background colour? I'd love to keep that which you speak of (which I also like) but at lovely high resolution like in these screenshots :)


Class 1-2 Wormholes have a dark blue and green color.
Class 3 wormholes have a pinkish white color.
Class 4 wormholes have a greenish-orange color.
Class 5 wormholes have an imposing orange and black color
Class 6 wormholes have a dangerous looking blood red color.

Katrina Oniseki

Cameron Zero
Sebiestor Tribe
#67 - 2011-11-03 18:28:55 UTC
PHENOMENAL!

PPPP

"I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser Gate. All those moments will be lost in time, like tears in rain. …"

CCP t0rfifrans
C C P
C C P Alliance
#68 - 2011-11-03 18:30:18 UTC
Grukni wrote:
Hiram Alexander wrote:
Grukni wrote:
Great Job!

I'm somewhat and somehow disappointed of the granularity chosen for each unique backdrop. Region based granularity seems too big for my taste. At first I thought you would notice the changes in the position of nebulae at a solar system basis, each time you jump from an stargate to an other.

Yeah. Me too, though I can understand...

I guess for 'granularity' reasons, as they put it - an even better 'xmas' present would have been Constellation, rather than Region...


Yep, but I think those images are generated procedurally, so no much man work involved I hope. I really wonder if the real problem is that those images are too fat (in Megabytes) for the client to have too many of them.

The cube maps ( that's the technical term for the nebula textures ) are actually hand crafted, starting with 3d generated clouds, then color-corrected and touched up by artists to remove rendering artifacts and add extra "oomhp" to the renders. Each cube map sees a considerable amount of work. So if we would have wanted more, they would have looked less cool or taken longer to produce, meaning that the artists would be tied up painting nebulas and not fixing lag.... It's always a balancing act. That said, the system we developed alongside rendering the nebulas does allow us to customize each solarsystem, and we will be making use of that in the future, for lore and such.
Illectroculus Defined
Caldari Provisions
Caldari State
#69 - 2011-11-03 18:30:42 UTC
Lolmer wrote:
Grukni wrote:
Great Job!

I'm somewhat and somehow disappointed of the granularity chosen for each unique backdrop. Region based granularity seems too big for my taste. At first I thought you would notice the changes in the position of nebulae at a solar system basis, each time you jump from an stargate to an other.


I'm hoping that this is just the first iteration and the next (or one after that at most) would add finer granularity. e.g. iteration #1 adds Constellation granularity and iteration #2 adds Solar System granularity.


Without hand painting backdrops for every system you can get a good approximation of moving within a region by warping the coordinate space of the skybox, this is trivial for a pixel shader. That would be my tob request for a next iteration.
darius mclever
#70 - 2011-11-03 18:32:23 UTC
Ingvar Angst wrote:
So, no nebulae for wormholes. PCOs screwing wormhole PI. Talks of removing vital ABC ore from wormholes.

Warm and fuzzy feeling... gone.


wormhole sky boxes look awesome already, wouldn't you agree?
Darod Zyree
Doomheim
#71 - 2011-11-03 18:33:49 UTC
CCP t0rfifrans wrote:
Grukni wrote:
Hiram Alexander wrote:
Grukni wrote:
Great Job!

I'm somewhat and somehow disappointed of the granularity chosen for each unique backdrop. Region based granularity seems too big for my taste. At first I thought you would notice the changes in the position of nebulae at a solar system basis, each time you jump from an stargate to an other.

Yeah. Me too, though I can understand...

I guess for 'granularity' reasons, as they put it - an even better 'xmas' present would have been Constellation, rather than Region...


Yep, but I think those images are generated procedurally, so no much man work involved I hope. I really wonder if the real problem is that those images are too fat (in Megabytes) for the client to have too many of them.

The cube maps ( that's the technical term for the nebula textures ) are actually hand crafted, starting with 3d generated clouds, then color-corrected and touched up by artists to remove rendering artifacts and add extra "oomhp" to the renders. Each cube map sees a considerable amount of work. So if we would have wanted more, they would have looked less cool or taken longer to produce, meaning that the artists would be tied up painting nebulas and not fixing lag.... It's always a balancing act. That said, the system we developed alongside rendering the nebulas does allow us to customize each solarsystem, and we will be making use of that in the future, for lore and such.


I was a little bid saddened reading that wormhole backgrounds are not getting a beautiful new nebulae, are there any plans for introducing these for wormholes at a somewhat later date?
Illectroculus Defined
Caldari Provisions
Caldari State
#72 - 2011-11-03 18:34:54 UTC
CCP t0rfifrans wrote:
Grukni wrote:
Hiram Alexander wrote:
Grukni wrote:
Great Job!

I'm somewhat and somehow disappointed of the granularity chosen for each unique backdrop. Region based granularity seems too big for my taste. At first I thought you would notice the changes in the position of nebulae at a solar system basis, each time you jump from an stargate to an other.

Yeah. Me too, though I can understand...

I guess for 'granularity' reasons, as they put it - an even better 'xmas' present would have been Constellation, rather than Region...


Yep, but I think those images are generated procedurally, so no much man work involved I hope. I really wonder if the real problem is that those images are too fat (in Megabytes) for the client to have too many of them.

The cube maps ( that's the technical term for the nebula textures ) are actually hand crafted, starting with 3d generated clouds, then color-corrected and touched up by artists to remove rendering artifacts and add extra "oomhp" to the renders. Each cube map sees a considerable amount of work. So if we would have wanted more, they would have looked less cool or taken longer to produce, meaning that the artists would be tied up painting nebulas and not fixing lag.... It's always a balancing act. That said, the system we developed alongside rendering the nebulas does allow us to customize each solarsystem, and we will be making use of that in the future, for lore and such.


We don't expect hand drawn textures for exry system in new eden, but simply warping your skybox will get us a long way to system level variations.

Look at it this way, these are cube maps, just imagine taking the cube and increasing the size of one side as you 'jump towards it. It doesn't need to be a big jump either.
Katrina Oniseki
Oniseki-Raata Internal Watch
Ishuk-Raata Enforcement Directive
#73 - 2011-11-03 18:35:08 UTC
CCP t0rfifrans wrote:
Grukni wrote:
Hiram Alexander wrote:
Grukni wrote:
Great Job!

I'm somewhat and somehow disappointed of the granularity chosen for each unique backdrop. Region based granularity seems too big for my taste. At first I thought you would notice the changes in the position of nebulae at a solar system basis, each time you jump from an stargate to an other.

Yeah. Me too, though I can understand...

I guess for 'granularity' reasons, as they put it - an even better 'xmas' present would have been Constellation, rather than Region...


Yep, but I think those images are generated procedurally, so no much man work involved I hope. I really wonder if the real problem is that those images are too fat (in Megabytes) for the client to have too many of them.

The cube maps ( that's the technical term for the nebula textures ) are actually hand crafted, starting with 3d generated clouds, then color-corrected and touched up by artists to remove rendering artifacts and add extra "oomhp" to the renders. Each cube map sees a considerable amount of work. So if we would have wanted more, they would have looked less cool or taken longer to produce, meaning that the artists would be tied up painting nebulas and not fixing lag.... It's always a balancing act. That said, the system we developed alongside rendering the nebulas does allow us to customize each solarsystem, and we will be making use of that in the future, for lore and such.


Artists don't fix lag anyways.

Katrina Oniseki

Anvil44
Avedis Corporation
The Vanguard Syndicate
#74 - 2011-11-03 18:36:24 UTC
Ingvar Angst wrote:
So, no nebulae for wormholes. PCOs screwing wormhole PI. Talks of removing vital ABC ore from wormholes.

Warm and fuzzy feeling... gone.


Nebulae in unknown space? No biggie. PCOs making unknown space PI more difficult. Me no likie. Removing ABCs from unknown space or at least C1 and C2. Just plain dumb.

Making these incredible new backgrounds available as wallpapers? +1 from me!

Region specific backgrounds? Actually makes sense. Remember that space is BIG. Really BIG. Moving from one Region to another should make that more obvious then simply one system to another...if we subscribe to the theory that regions are formed by systems that are grouped close together in physical space. That is why larger jump gates are required to go from one region to another...the regions are further apart.

Someone said something about regions being intertwined but my understanding was always that the jump gates were placed due to space forming a better path to a different system from that point. Which is why some gates might be physically close together in some systems while others are over 100Au apart in other systems.

I may not like you or your point of view but you have a right to voice it.

VaL Iscariot
Deep Core Mining Inc.
Caldari State
#75 - 2011-11-03 18:36:27 UTC
CCP t0rfifrans wrote:
Grukni wrote:
Hiram Alexander wrote:
Grukni wrote:
Great Job!

I'm somewhat and somehow disappointed of the granularity chosen for each unique backdrop. Region based granularity seems too big for my taste. At first I thought you would notice the changes in the position of nebulae at a solar system basis, each time you jump from an stargate to an other.

Yeah. Me too, though I can understand...

I guess for 'granularity' reasons, as they put it - an even better 'xmas' present would have been Constellation, rather than Region...


Yep, but I think those images are generated procedurally, so no much man work involved I hope. I really wonder if the real problem is that those images are too fat (in Megabytes) for the client to have too many of them.

The cube maps ( that's the technical term for the nebula textures ) are actually hand crafted, starting with 3d generated clouds, then color-corrected and touched up by artists to remove rendering artifacts and add extra "oomhp" to the renders. Each cube map sees a considerable amount of work. So if we would have wanted more, they would have looked less cool or taken longer to produce, meaning that the artists would be tied up painting nebulas and not fixing lag.... It's always a balancing act. That said, the system we developed alongside rendering the nebulas does allow us to customize each solarsystem, and we will be making use of that in the future, for lore and such.



It would be great to see the EVE Gate around Genesis and in Amarr. Even as just a bright star in the general 'direction' of New Eden Solar System
Zirse
Risktech Analytics
#76 - 2011-11-03 18:38:17 UTC
Katrina Oniseki wrote:
CCP t0rfifrans wrote:
Grukni wrote:
Hiram Alexander wrote:
Grukni wrote:
Great Job!

I'm somewhat and somehow disappointed of the granularity chosen for each unique backdrop. Region based granularity seems too big for my taste. At first I thought you would notice the changes in the position of nebulae at a solar system basis, each time you jump from an stargate to an other.

Yeah. Me too, though I can understand...

I guess for 'granularity' reasons, as they put it - an even better 'xmas' present would have been Constellation, rather than Region...


Yep, but I think those images are generated procedurally, so no much man work involved I hope. I really wonder if the real problem is that those images are too fat (in Megabytes) for the client to have too many of them.

The cube maps ( that's the technical term for the nebula textures ) are actually hand crafted, starting with 3d generated clouds, then color-corrected and touched up by artists to remove rendering artifacts and add extra "oomhp" to the renders. Each cube map sees a considerable amount of work. So if we would have wanted more, they would have looked less cool or taken longer to produce, meaning that the artists would be tied up painting nebulas and not fixing lag.... It's always a balancing act. That said, the system we developed alongside rendering the nebulas does allow us to customize each solarsystem, and we will be making use of that in the future, for lore and such.


Artists don't fix lag anyways.


No, but there is plenty of other stuff on their list. POS overhaul, V3 shaders, new module effects, etc.
Needa3
Brutor Tribe
Minmatar Republic
#77 - 2011-11-03 18:39:12 UTC
Nice eye candy.

you can still have it as what eve needed is still not addressed. Too bad i have to sit this subscription out. Waste of money.
Boltorano
Center for Advanced Studies
Gallente Federation
#78 - 2011-11-03 18:39:45 UTC
VaL Iscariot wrote:


It would be great to see the EVE Gate around Genesis and in Amarr. Even as just a bright star in the general 'direction' of New Eden Solar System


I mentioned this on the previous page, and I'm definitely more optimistic about it now.
Komen
Aliastra
Gallente Federation
#79 - 2011-11-03 18:39:53 UTC
Destination SkillQueue wrote:
Dark space in my EVE, I approve whole heartedly. Now all that remains is for you to make it so, that the star significantly dims when you get further away from it within a system. I'd like to feel that I'm flying inside an actual star system at great speeds and moving large distances, instead of moving within a small room with a single static lightbulb in the middle of it.


Yeah, solar intensity reducing as distance to star increases.

Make the out-system really dark and lonely. Then add more glow to all those windows (viewports, energy channels, whatever they are) on the ships.

At 40 AU my Megathron oughta look like something out of the deep sea, glowy highlights picking out a dark mass.
Boltorano
Center for Advanced Studies
Gallente Federation
#80 - 2011-11-03 18:42:04 UTC
Komen wrote:


At 40 AU my Megathron oughta look like something out of the deep sea, glowy highlights picking out a dark mass.


But there's no dust out that far for your light glow to reflect off of.