1. Post #1
    frank_walls's Avatar
    October 2014
    651 Posts
    Here's a couple more images I was messing around with. First is an exterior view of a cluster of buildings, and one of them has an opening at the top that descends underground. Each floor could have rooms and different areas players could explore and build in. Perhaps the bottom floors would also be filled with water - creating an area that could be explored with the proper equipment. Imagine an interior room or space only accessible by diving under water.


    Here's a view staring down into the darkness of the building interior. Make sure you're prepared before you go in! Many explorers have ventured in and never come back out.


    The idea behind these would be to create a hazardous area without radiation. The danger would be from falling, getting trapped if you didn't have supplies to get out, and possibly drowning if there was water. Oh, and mutant animals could be in there also!
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  2. Post #2
    BlazR's Avatar
    November 2014
    95 Posts
    Yes! Frank delivers! Awesome concept art, as always. The ideas presented here are awesome. I think the main issue (as I think was mentioned before) would be the addition of structures like this in a procedural generation. Static maps, no problem, but adding these types of structures procedurally during map generation seems like it would be one hell of a task to accomplish without some crazy terrain glitches or shit being created that didn't really make sense. That being said, I'd love to see things like this in-game eventually.

  3. Post #3
    DeadRisen's Avatar
    April 2008
    289 Posts
    Sexy hole in the ground.
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  4. Post #4
    frank_walls's Avatar
    October 2014
    651 Posts
    Yes! Frank delivers! Awesome concept art, as always. The ideas presented here are awesome. I think the main issue (as I think was mentioned before) would be the addition of structures like this in a procedural generation. Static maps, no problem, but adding these types of structures procedurally during map generation seems like it would be one hell of a task to accomplish without some crazy terrain glitches or shit being created that didn't really make sense. That being said, I'd love to see things like this in-game eventually.
    Not sure if that would really be an issue. Minecraft is able to generate random structures pretty well. There's towns, desert temples, underground temples, nether fortresses, and ocean temples.

    If you stand on a slope in Rust and switch to 3rd person view you can angle the camera and see under the landscape. You'll notice that rocks and boulders pass through and continue beneath the land. If these buildings spawned like that, and they were able to just create a hole where the interior of the building was placed it seems like it would work.

  5. Post #5
    frank_walls's Avatar
    October 2014
    651 Posts
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  6. Post #6
    BlazR's Avatar
    November 2014
    95 Posts
    Minecraft isn't really a valid comparison. It is developed completely in Java without a dependency on any external graphics engine. The graphics in Rust are far more complex and structure/entity positioning is not entirely grid based like it is in Minecraft. When have you ever seen a "round" object in Minecraft? You don't, because everything is based on cube grids which makes procedural generation infinitely easier. I'm not saying they can't do it because I honestly have no idea of the capabilities of the Unity engine or even the intricacies of lining up graphical textures in that type of environment. I remember reading somewhere that the reason there was only one "sea level" was because of the way Unity works, so having multiple water lines (or levels) on the same map introduces a lot of issues. Not even being close to an expert on the subject I couldn't really say. All that being said, I'd still like to see it.

  7. Post #7
    DeadRisen's Avatar
    April 2008
    289 Posts
    I've seen mods adding in round objects. I think there were no round objects mostly due to notch wanting to stick to a theme. He actually had a version of minecraft with different rendering for rounded terrain he was messing around with before he made the game really modder friendly.

  8. Post #8
    frank_walls's Avatar
    October 2014
    651 Posts
    Nothing in Rust is "round", it's all just made of polygons/triangles. It only looks round because of good textures and lighting effects.

    Go check out a cave in Rust - those are basically what I'm talking about - a pre-rendered object that just punches a hole in the terrain.

  9. Post #9
    DeadRisen's Avatar
    April 2008
    289 Posts
    Nothing in Rust is "round", it's all just made of polygons/triangles. It only looks round because of good textures and lighting effects.

    Go check out a cave in Rust - those are basically what I'm talking about - a pre-rendered object that just punches a hole in the terrain.
    Do the caves still have the issue where you can't hit things inside their model?(People inside them for instance.)

  10. Post #10
    frank_walls's Avatar
    October 2014
    651 Posts
    Yea, I just noticed that the other day when trying to raid someone's house in a cave. Not sure if it was fixed in the latest update though, I was playing a more stable version from a couple of updates back.

  11. Post #11
    GrymThor's Avatar
    May 2014
    561 Posts
    Yes! Frank delivers! Awesome concept art, as always. The ideas presented here are awesome. I think the main issue (as I think was mentioned before) would be the addition of structures like this in a procedural generation. Static maps, no problem, but adding these types of structures procedurally during map generation seems like it would be one hell of a task to accomplish without some crazy terrain glitches or shit being created that didn't really make sense. That being said, I'd love to see things like this in-game eventually.
    Its entirely possible, think of it like this, you have a flat map then you deform it creating mountains and hills, valleys etc, now these deform a flat map making it go upwards and downwards, now if you can make the map deform to make a high mountain by manipulating the polygons then you can do the same to make holes to fit in the sunken buildings. its just a matter of telling the game to find a nice place that is flat, and large enough to fit the sunken building so that it can place it without messing things up, that's the key to adding such structures to procedural maps.
    The problem with the caves is that they have added a floor texture in the cave, this is confusing the floor texture that's already there on the map therefore causing a bug in the building process. It doesn't know which floor to build on. So it builds on what ever is closest to your choice. I also suspect its having problems deforming the ground map to its shape.