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a dungeon with a view

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Radiac
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a dungeon with a view

Is it possible to have instanced maps that are not strictly 100% indoors? Like could we have a map that's an indoor space, but with windows? How hard is that to do?

Just asking.

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Not hard to do in the

Not hard to do in the slightest. As a idea of "how hard": 2 of wildstars dungeons/adventures happen inside "dungeon" style area's (Stormtalon and Kel Voreth)... the others are in an "open world" (as in pretty damn large maps).

One of the adventures is actually in a *copy* of the zone that it is placed in pretty much (Malgrave trail)[1]. The latter 2 dungeons (Skullcano/Sanctuary of The Sword maiden) are in open world map areas (pretty much).

So not hard to do actually.

Actually, when you get down to it, the Dreck mission in CoX was an "open world" instance... well custom map.

[1] It isn't the full zone map, but still pretty damn large.

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I don't think Radiac is

I don't think Radiac is talking about outdoor maps but rather indoor maps with a view to the outside, those are significantly different. Think of all the buildings we've entered during our time in CoH and not one single one had a window so you could see the actual outside.

The hard would be in making the window properly reflect the outside based on the player viewing angle, perhaps even including other players (or "copies") who travel past them.

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The design philosophy

The design philosophy expressed in [url=https://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans/posts/634825]Location, Location, Location: More About Instances[/url] should make it much easier to match up windows with the views a character should see out of them.

BTW, in CO, one of the lairs, the Penthouse/Loft, has the city outside its windows. If you can fly, you can leave by moving to the edge of the instance and clicking the button to go back to Millennium City. And if you look at the surrounding buildings, you can tell which ones they are, and locate the building the lair is (theoretically) in. But while you're in the lair instance, there is no sign of the chopper on your roof... My point being, that Cryptic made the environment of that lair match the rest of the city. You can even look into the mirror in the bathroom and see the building next door. Can't see yourself, or your lair, but you can see that building. ^_^

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Gangrel wrote:
Gangrel wrote:

Not hard to do in the slightest. As a idea of "how hard": 2 of wildstars dungeons/adventures happen inside "dungeon" style area's (Stormtalon and Kel Voreth)... the others are in an "open world" (as in pretty damn large maps).
One of the adventures is actually in a *copy* of the zone that it is placed in pretty much (Malgrave trail)[1]. The latter 2 dungeons (Skullcano/Sanctuary of The Sword maiden) are in open world map areas (pretty much).
So not hard to do actually.
Actually, when you get down to it, the Dreck mission in CoX was an "open world" instance... well custom map.
[1] It isn't the full zone map, but still pretty damn large.

Kel-Voreth technically does not qualify as that now I think about it. It looks very similar to the outdoors Osun stronghold outside of it. Only with Eldan stuff built into a part of it.

As far as I know an indoor instance with windows of the outside world would not be that hard to do at all really nowadays. The only reason CoX never got it was simply because the game was old and the code was finicky as hell. I imagine since Titan City has plenty of skyscrapers that we'll have a few missions were we can see a view of the outside world. Perhaps even missions in Hardlock might provide this, or other cities or locations if they got that far....

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blacke4dawn wrote:
blacke4dawn wrote:

I don't think Radiac is talking about outdoor maps but rather indoor maps with a view to the outside, those are significantly different. Think of all the buildings we've entered during our time in CoH and not one single one had a window so you could see the actual outside.
The hard would be in making the window properly reflect the outside based on the player viewing angle, perhaps even including other players (or "copies") who travel past them.

That could be significantly harder, because you would have to get the player location information for everyone just outside the same instance but in the same zone and communicate that with the instance server[1].

And then this leads just to the question of "are the windows one way", because if they are... you might as well just *fake* what is happening outside (to a greater or lesser degree) for ease of use. If they are two way... what reasoning do you have to stop people entering the same door and walking into your instance?

It might well be easier to *fake* for a similar result (ie it is just computer controlled copies of Heroes/villians/mobs that you see outside) and not an actual copy of the real game world.

Course, it could always be fun to send a message to those inside the game world by emoting outside their game could provide support.

Personally, I am of the view where "If I can see them, I can get to them",

[1] This is assuming that they are going a similar route to CoX where instances had their own map server. Yes, it is an assumption, but as so little is known about how they are setting it up

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Gangrel wrote:
Gangrel wrote:

blacke4dawn wrote:
I don't think Radiac is talking about outdoor maps but rather indoor maps with a view to the outside, those are significantly different. Think of all the buildings we've entered during our time in CoH and not one single one had a window so you could see the actual outside.
The hard would be in making the window properly reflect the outside based on the player viewing angle, perhaps even including other players (or "copies") who travel past them.

That could be significantly harder, because you would have to get the player location information for everyone just outside the same instance but in the same zone and communicate that with the instance server[1].
And then this leads just to the question of "are the windows one way", because if they are... you might as well just *fake* what is happening outside (to a greater or lesser degree) for ease of use. If they are two way... what reasoning do you have to stop people entering the same door and walking into your instance?
It might well be easier to *fake* for a similar result (ie it is just computer controlled copies of Heroes/villians/mobs that you see outside) and not an actual copy of the real game world.
Course, it could always be fun to send a message to those inside the game world by emoting outside their game could provide support.
Personally, I am of the view where "If I can see them, I can get to them",
[1] This is assuming that they are going a similar route to CoX where instances had their own map server. Yes, it is an assumption, but as so little is known about how they are setting it up

Thinking a bit more I think that "faking it" is the only realistic option for this. Based primarily on that because even the open world will be instanced (to not overcrowd it) then trying to correlate one dungeon instance with one open world instance will be very difficult, especially when the number of instances in both cases are different.

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Simplest solution often

Simplest solution often yields the most reliable outcomes.

Instance the interiors of buildings, but don't have the instances "stop" at the boundary walls of the interior structure. Grab a copy/paste of the exterior from the location where the Mission Door is located and include that terrain in the Instance. Duplicate any pathing and spawning of Civilian NPCs (so you still get "ordinary people" walking around out there, otherwise the city is deserted while you're inside the instance) and just leave it at that. No need to go all the way and see other PCs running around outside the windows.

So yeah ... "fake it" ... but do so in a convincing manner that requires work to spot what's missing/off. Cursory inspection shouldn't show obvious missing details (unless if you know what to look for and actively search for that).

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So if we want to have a

So if we want to have a mostly-indoor instance with a few windows, we need to literally include the entire map full of stuff those windows would look out upon, to get the view right. Is that resource-intensive, as computer game maps go? I mean will it slow my computer down to have to load it any more than the average instanced outdoor map?

CoX had instanced outdoor maps with "invisible walls" that allowed you to SEE the rest of the map, just not to go there, is that basically what we're talking about here?

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Radiac wrote:
Radiac wrote:

Is that resource-intensive, as computer game maps go? I mean will it slow my computer down to have to load it any more than the average instanced outdoor map?

The result would be comparable to, rather than "terrible" in comparison to. So long as the engine isn't trying to draw on your screen what's beyond opaque walls, you should be fine.

Radiac wrote:

CoX had instanced outdoor maps with "invisible walls" that allowed you to SEE the rest of the map, just not to go there, is that basically what we're talking about here?

Kind of. It's additional environment/terrain beyond the playable volume.

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Honestly, this would Still

Honestly, this would Still run much faster than a Rikti Invasion even! :/

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Radiac wrote:
Radiac wrote:

So if we want to have a mostly-indoor instance with a few windows, we need to literally include the entire map full of stuff those windows would look out upon, to get the view right. Is that resource-intensive, as computer game maps go? I mean will it slow my computer down to have to load it any more than the average instanced outdoor map?

For this it would actually be no different from the way it handles and renders the actually player accessible area. That is that game engines are very good at filtering out the things that you have no chance of seeing (and maybe a few more) before it even tries to render anything. This is standard behavior and has been for a long time since it is a pretty major performance boost overall.

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CoX had instanced outdoor maps with "invisible walls" that allowed you to SEE the rest of the map, just not to go there, is that basically what we're talking about here?

In essence yes. Not sure if it is the same on a technical level though but it matters little here.

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Creating a map with both an

Creating a map with both an interrior of a structure and exterior larger map is completely possible. It would however come with quite a few non-trival issues to deal with.
Namely, most instanced maps of interior locations are not designed to scale with the structure that the map is tagged to. The scale is off set fo accomodate the full possible groupings of player character, with spacing for spawns (and size of said spawns - which in our game will scale with team size), possible other osbstacles, and of course, providing something of a broken up lay out to avoid extreme monotony that would other appear in more 'realistic' maps, particularly when we are talking about something like an office building.

Having a building with both interior and ways to enter / exist a larger city map would mean that if the building was used from an existing city map of the open world level, then its interior would not most likely be suitable for full player character groupings and all spawns. Possible yes, but it would be a very different experience and probably not the most beneficial to successful play in the typical design sense. There would need to be a lot of things done differently to resolve spawning logic. Which means a separate spawning logic system. Which can be rather redundant if not used in abundance.

The other way, and this is something I would (as a dev) use as a "cheat". I mentioned this as a possibility for another scenario of involving the idea of a moving train instance. That is, making a video capture of the world map zone in question from the pov of the camera placement (like windows of a building), and use the video as a texture on a wall placed outside the building as part of the instance. Literally, right up against the structure PCs are within. It would give the illusion of the "world" outside the building. The downsise is, it may not always match up with what is actually going on outside within the world map level. But it could be used to provide a sense of atmosphere if done right as well.

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What if you took a normal

What if you took a normal indoor map, like from CoX, and replaced one wall in a room somewhere with with an invisible barrier, like the ones in the outdoor maps, which shows a view of an outdoor area you cannot interact with, apart from seeing it through the barrier. Wouldn't that basically be a standard indoor map with a window? If you wanted to make a smaller window, ok, just build some wall in front of the invisible barrier and leave a window frame around the remaining hole in the wall. There you've got a wall with a window in it, which has a view of the outside. Then you could do that in some more rooms. Would that work?

I mean you wouldn't necessarily have to make it such that the windows views make any sense taken collectively, assuming windows in different rooms.

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Well, this would lend itself

Well, this would lend itself well to penthouse type of missions, where you can see the whole city, but cant break through the insulated windows, but could possibly zipline from one building to the next to continue the pursuit of the perpetrators, in a sort of Cut-Scene fashion, after you click on a specific door that is. ;)

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Radiac wrote:
Radiac wrote:

What if you took a normal indoor map, like from CoX, and replaced one wall in a room somewhere with with an invisible barrier, like the ones in the outdoor maps, which shows a view of an outdoor area you cannot interact with, apart from seeing it through the barrier. Wouldn't that basically be a standard indoor map with a window? If you wanted to make a smaller window, ok, just build some wall in front of the invisible barrier and leave a window frame around the remaining hole in the wall. There you've got a wall with a window in it, which has a view of the outside. Then you could do that in some more rooms. Would that work?
I mean you wouldn't necessarily have to make it such that the windows views make any sense taken collectively, assuming windows in different rooms.

Well done, you have just made a map for a zone/instance. Hell, it would just be like the CoX normal zones with the warwalls.... just on a smaller scale.

Basically *everything* inside the entrance to the mission/dungeon/building is to be designed as and how you want.

There will be map boundaries of one form or another, but not everything in a "dungeon" means "entirely enclosed space". All it is, is *just* a map. That door could lead you off to an alternate zone, *full* of missions and content.

Altas park was *just a map*. Inside of City Hall was *just a map*. City hall was also larger on the inside than on the outside, so the only way to "fake" windows, would be to build a replica Atlas park outside it (at least within the angles that you could view from the windows). The other way would be to just use a texture showing a static image of outside.

It could be *totally* outside with far open spaces, the size of a solar system. Sure, it would be massive, and full of empty space, but it could count.

The important thing is *what exactly* do you want to show on the outside of the buildings? Do you just want to *look* like the normal city, minus the Player characters, or would you want it to *Have* the player characters outside running around/flying/beating up the bad guys... where you could go "I just saw my best friend Super McBobPants fly past the window"

One is harder than the other, especially if you start doing stuff like Tannimm has said where it could well be "larger on the inside"...

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Gangrel wrote:
Gangrel wrote:

The important thing is *what exactly* do you want to show on the outside of the buildings? Do you just want to *look* like the normal city, minus the Player characters, or would you want it to *Have* the player characters outside running around/flying/beating up the bad guys... where you could go "I just saw my best friend Super McBobPants fly past the window"

That's the question about which I'm still unclear, in this whole discussion. I assume it's the former, since there really is no reason to do the latter. I expect that very few people would pause to enjoy the view out of a window, if they're on a mission map. Even then, having some image of the city is more than adequate (perhaps even with some moving cars, pedestrians, and whatnot). If someone wants to see the full, living city then all they need to do is not go into an instance.

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The problem with doing

The problem with doing (moving) pictures plastered up against windows is ... parallax. You have to have the actual 3D environment out there for the parallax to work right, based on how the PC's camera is moving. For some things you can "fake is" such as a moving train following a fixed route, but for other things you can't, such as looking out the window of a stationary building.

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Here's a question. Is it

Here's a question. Is it possible to make a transdimensional portal to another place such that you can see through it to what's on the other side?

So like, you're in a dungeon map, you find a room with two doorways close together on the same wall. You look through one, and it shows Atlas Park, and if you click on it, you can go there. And it's not just a still photo of AP pasted over a flat wall, it's a view from where Miss Liberty stands and has all the parallax etc done up such that you feel like you're standing in Miss L's shoes when you look through the doorway.

Then the doorway right next to that one shows the world of Steel Canyon from Posi's perspective, parallax and all.

Is that possible, or do you have to physically have those maps tacked onto the dungeon map in such a way that they'd overlap eachother, thus making it impossible?

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Redlynne wrote:
Redlynne wrote:

The problem with doing (moving) pictures plastered up against windows is ... parallax. You have to have the actual 3D environment out there for the parallax to work right, based on how the PC's camera is moving. For some things you can "fake is" such as a moving train following a fixed route, but for other things you can't, such as looking out the window of a stationary building.

Exactly what I've been thinking this whole discussion. It would be the difference between looking at a flat screen at an angle, and looking obliquely out a window.

Neither can I see any way possible, with a realistic window view, to show the actual city outside a building that's larger on the inside than the outside. I can't even wrap my head around the tesseract geometry that would make that possible. Let alone actually seeing other players outside in real time.

I can see a couple of approaches for different purposes:

For a static gathering place in the open world, not a mission map, with multiple entry points to the same space, you can either make it an 'instance' like Pocket D. So only those in the 'instance' are on the map and able to see and interact with each other. Or, the space has to actually exist in a 1:1 space ratio on the world map. Literally part of the main map. For this I would prefer the latter when possible. Just for the maintained social feeling that, not only can you see out and catch your buddies zooming around, but also folks can see IN and wonder what's going on.

For missions, the above also holds, but I'd prefer the 'instance' model. I suspect the majority of missions will take place in some kind of enclosed space; offices, warehouses, etc. If the space requires an exterior 'scape with windows and so on, I'd kind of expect it to work like Pocket D again. In that there is a less detailed but real (in the sense that there are 3D objects that exist within the map space) cityscape outside and visible through any windows. This solves the parallax problem. I'd suggest that this zone depict buildings and other objects that are just 'across the street' as a default, with a 2D picture of the skyline beyond that. The players may or may not be able to leave the 'building' and interact with this space, but it is separate from the Main Map. So nobody exists in this mini-world except the players actually on mission.

Really, how windows are treated during instanced missions is just a detail that increases immersion(which I'm always in favor of) and gives a feeling of still being 'in the city'. So I want it to work, but I want it to be easy on the devs and light on processing resources whenever possible.

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WarBird wrote:
WarBird wrote:

If the space requires an exterior 'scape with windows and so on, I'd kind of expect it to work like Pocket D again. In that there is a less detailed but real (in the sense that there are 3D objects that exist within the map space) cityscape outside and visible through any windows.

The key phrase being "Less Detailed", or just a lower LOD (Level of Detail). :)

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Radiac wrote:
Radiac wrote:

Is it possible to make a transdimensional portal to another place such that you can see through it to what's on the other side?

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Radiac wrote:
Radiac wrote:

Here's a question. Is it possible to make a transdimensional portal to another place such that you can see through it to what's on the other side?
So like, you're in a dungeon map, you find a room with two doorways close together on the same wall. You look through one, and it shows Atlas Park, and if you click on it, you can go there. And it's not just a still photo of AP pasted over a flat wall, it's a view from where Miss Liberty stands and has all the parallax etc done up such that you feel like you're standing in Miss L's shoes when you look through the doorway.
Then the doorway right next to that one shows the world of Steel Canyon from Posi's perspective, parallax and all.
Is that possible, or do you have to physically have those maps tacked onto the dungeon map in such a way that they'd overlap eachother, thus making it impossible?

Yes its possible, but you are still having to build a version of the view that you want. All that happens is that the "portal" just takes the view point of a 2nd camera that is on the map.

Just like how the portals in Portal/Portal 2 work. In their case though, everything is nearby/easy to do. you are not having to build a totally different map just to show a different view point.

Basically, if you are not wanting to "fake it", you will have to build a version of that INTO the map/instance that you are in. Its easier if the 2ndary camera is not moving because you just then need to build everything that is in direct line of sight (so you could have just the front 2 sides of a building showing, because you *don't* need to build the back, because you will never be able to see it from where you are).

Think of an instance just as a box. Everything that you want to show in that instance has to be in that box *somewhere*. It doesn't have to be linked *physically* with anything else on that map, but it has to be *somewhere* in that box for it to be able to be used.

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Redlynne wrote:
Redlynne wrote:

The problem with doing (moving) pictures plastered up against windows is ... parallax. You have to have the actual 3D environment out there for the parallax to work right, based on how the PC's camera is moving. For some things you can "fake is" such as a moving train following a fixed route, but for other things you can't, such as looking out the window of a stationary building.

Quite right and why I called it a "cheat" on the part of a dev that would do so. It is only something I would suggest using if there is a need to create the idea of the outside world for at the least some semblance of atmosphere. Far from perfect I freely admit, but also better than doing nothing, and by far easier than actually making the interior structure part of the entire world map *if* the desire is to use existing world maps with its structures *and* the available map instances *with* the accompanying spawn logic.

And you can gain a semblance of parallax if the video texture is placed on a wall which is outside the wall of the structure. So long as the exterior wall can extend beyond the frame of reference, in this case say the windows or a glass door, or a sky light.

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An issue, I see in this, is

An issue, I see in this, is 'forcing' instanced maps to conform to the dimensions of open-world locations. I suppose one solution would be to place these viewable windows only approximately correlated to exterior dimensions. What I mean is that, the view through such a window is generic, replicating what one Might see from a window in a particular location.

As exciting as it might be, to look out a window and see the actual game-world, and to message your friends to come and 'look in' a window that you're looking out of, I think that would require too much localizing data. One would need to correlate the mission instance with a Specific location in-game and map all of the characters and other assets into the space around the mission instance. Too much data.

Instead, the space outside a window could be just an extra 'room' beyond the barrier, which is populated by a loop of scenery from an approximate exterior location at the time being viewed. It can be generic, instead of specific and accurate. Much easier to do.

There could even be doors that enter into this 'exterior' space, and the space might correlate with an existing space in the world-map. However, Exiting that 'exterior' space towards 'the world' would result in a zone-crossing event as the character is removed from the instance and placed in the referenced location.

What I don't think should happen, is for the scenery viewed through these windows to have a direct, real-time correlation with open-world locations. I can think of some undesirable scenarios that might be played out, if it were actually so.

Be Well!
Fireheart

Nadira
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Redlynne wrote:
Redlynne wrote:

The problem with doing (moving) pictures plastered up against windows is ... parallax. You have to have the actual 3D environment out there for the parallax to work right, based on how the PC's camera is moving. For some things you can "fake is" such as a moving train following a fixed route, but for other things you can't, such as looking out the window of a stationary building.

The solution, if I understood correctly, and why it would not be terribly hard to do, is that you do not put the image on the window, but on a giant billboard some distance behind the window.

In open world situations that would actually be a dome or a cylinder (if you can't look up) but in city environments you generally would go with 4 or 6 (if you can look up and down far enough) flat planes that are across the street from the window, and that are bigger than the building you're in.

After all, it doesn't have to be accurate, merely believable.
The Diablo2 expansion did something like this to great effect when you arrive at the top of Mount Arreat and look down. It's really just two big bitmaps that are overlaid on each other and that move at a different scale based on the camera position. The effect is not remotely realistic but it is surprisingly effective in giving the feeling of 'wow, I'm on top of a mountain looking down on all that terrain I crossed to get here'

Izzy
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close to this?

close to this?
ambient love2d sidescroller throwdown from benp on Vimeo.

Lin Chiao Feng
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Sidescrollers can get away

Sidescrollers can get away with layering. Anime's used that cheat for forever, too. Doesn't work as well when you need to work in three dimensions.

[i]Has anyone seen my mind? It was right here...[/i]