******Official Star Citizen / Squadron 42 Thread******

Fair play. I am holding off doing anything until I know if we could have any of this available. I would happily smash out a load of sketchup models to import into Cryengine with different designs and details. Wondering how you are going to incorporate the services etc of buildings.

I have a huge number of large steel framed structures on the server here that I can take from Revit to Sketchup which have all the M&E, Structural and Architectural elements in. I should be able to manipulate huge amounts of those to work as modules for Sketchup and thus for Cryengine later if needed. Things like generators, solar equipment, heat source pumps. Steels wise then I should just be able to map the textures/properties to elements if we can take them out the database for the existing elements.

I haven't seen a whole lot on concrete in game mind, everything appears to be panel systems and metal frame structures with glazing panels. I wonder if that will change later on.

There isn't going to be anything concrete in my Hanger either, i'm not implying these are universal truths but to me concrete is a rather boring and dull material, it doesn't translate well into a games engines lighting, you can get away with it if you use a lot of colour to breakup the concrete, like gratify, paint and damage decals.
Plaster does work because it has an even texture, Woods and metals have a reflective quality, it works well with specular light rendering which might be the reason materials like that are predominantly used.

My Hanger will be a mixture of metals, glass, wood panelling and painted plaster.
 
There isn't going to be anything concrete in my Hanger either, i'm not implying these are universal truths but to me concrete is a rather boring and dull material, it doesn't translate well into a games engines lighting, you can get away with it if you use a lot of colour to breakup the concrete, like gratify, paint and damage decals.
Plaster does work because it has an even texture, Woods and metals have a reflective quality, it works well with specular light rendering which might be the reason materials like that are predominantly used.

My Hanger will be a mixture of metals, glass, wood panelling and painted plaster.

I would say that 80% of the larger structures we create are metal frame with concrete flooring and wall panels. Concrete doesn't have to be boring at all though. Just that concrete has always been really badly done. I will see if I can grab a concrete structure with some rendering we have done in office to show what could be done with correct rendering/lighting.

For instance though polished concrete is very reflective and also concrete generally has a very smooth and even texture. It is just games for some reason that create these horrible textures because they are generally in damaged conditions. Specular reflection is brilliant on polished concrete.
 
I would say that 80% of the larger structures we create are metal frame with concrete flooring and wall panels. Concrete doesn't have to be boring at all though. Just that concrete has always been really badly done. I will see if I can grab a concrete structure with some rendering we have done in office to show what could be done with correct rendering/lighting.

For instance though polished concrete is very reflective and also concrete generally has a very smooth and even texture. It is just games for some reason that create these horrible textures because they are generally in damaged conditions. Specular reflection is brilliant on polished concrete.

Maybe you're right...

Some plain Concrete made in Substance Designer......

image.jpg


Close up

image.jpg
 
It is one of the reason we end up with so many concrete structures. Architects love using it because it renders well for clients and structures that can be made in terms of geometry design are super flexible.

That texture looks pretty good to me. It is still a little off in terms of uniformity. I think the main problem could well be that concrete in games is often used as backdrops to make other elements pop such as the things you mention with graffiti, paint, metal and wood textures. It hasn't really been used centre stage.

To suggest that we will suddenly stop producing in concrete is madness (not saying you are, more in terms of what SC has shown).
 
Haha I had an idea that it worked similar to how you said, with cig asking for recommendations. I've had a few successful reports anyway so can't hurt my chances :D
 
Just wondering.

Those of us in the UK on fibre broadband, ie Virgin, BT type broadband etc FTTC/H (38-76Mb), what ping range do you usually get in Star Marine EU servers?

I pretty much always get 20-23, usually anything from 19-26ms, on Hyperoptic broadband.

The thing is, my ping isn't really any different on other games servers and speedtest.net servers compared to other people on Virgin/BT fibre, even my same ISP Londoner users get 1ms to London servers where I get 3-7ms to London. I'm in Birmingham and my ISP seems to route me up to Manchester and then to the web. Amazon servers are based in London, Berlin and Frankfurt. I think I'm always being connected to London SM Amazon servers. And yet I almost always have the best ping times in Star Marine. So I'm wondering if its either my ISP is so good or there just aren't many UK SM players? almost everyone else seem to have over 30ms latency.
 
Last edited:
3.0 schedule was just updated, its still on track for;

Evocati: 12/06/17
PTU: 23/06/17
PU: 06/07/17

https://robertsspaceindustries.com/schedule-report

There are a lot of delays but most of the big ticket items like Moons, Landing, Surface Outposts, Asteroid Fields / Belts... are done, the only big one that is delays is Delama and Levski.
It actually looks like they got the big stuff out of the way first and pushed back the more thrivelous stuff, other than at this point Delama and Levski, which could just be because of mission givers delay.

It looks like most of the hard work is done.

- Surface outposts - feature complete
- Surface outpost lighting - new
- Mission givers - delayed
- Debris fields - feature complete
- Item 2.0 ship conversion - feature complete
- Insurance - delayed
- Stamina - feature complete for 3.0 (ongoing work for future patches)
- Doors & Airlocks - delayed
- Cargo - delayed
- Commodities - delayed
- Kiosk Support - delayed
- Persistent Damage... - delayed
- Inventory System Support - delayed
- Rover and dragonfly in ships - delayed :(
- IFCS performance improvements - feature complete
- Planetary tech - feature complete
- Solar System Tool - feature complete
- Mission Manager App - delayed indefinitely
- Ship Selector App - delayed
- Mission board app - delayed indefinitely
- Mobiglas Overhaul - delayed indefinitely
- Environment Probe - delayed
- Volumeteric Fog - delayed
 
Last edited:
Back
Top Bottom