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StarCitizen:Planet Tech v4: Difference between revisions

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|content2 = [[StarCitizen:CitizenCon 2019]]
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|label3 = Associated patch
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|content3 = [[Update:Star Citizen Alpha 3.8.0|Alpha 3.8]] - Present
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Delivered in stages starting with [[Update:Star Citizen Alpha 3.8.0|Alpha 3.8]], '''Planet Tech v4''' builds upon the features of [[StarCitizen:Planet Tech v2]] and [[StarCitizen:Planet Tech v3|v3]], offering terrain texture blending, objects scattering and biome transitions. The developer tool [[StarCitizen:PlanEd]] gained a paint tool for efficient workflows when creating planets. Temperature and Humidity maps infer biome selection - a data-driven approach that went on to become the [[StarCitizen:Genesis (Star Engine)|Genesis]] shared data pool initiative.
Delivered in stages starting with [[StarCitizen:Update:Star Citizen Alpha 3.8.0|Alpha 3.8]], '''Planet Tech v4''' builds upon the features of [[StarCitizen:Planet Tech v2]] and [[StarCitizen:Planet Tech v3|v3]], offering terrain texture blending, objects scattering and biome transitions. The developer tool [[StarCitizen:PlanEd]] gained a paint tool for efficient workflows when creating planets. Temperature and Humidity maps infer biome selection - a data-driven approach that went on to become the [[StarCitizen:Genesis (Star Engine)|Genesis]] shared data pool initiative.


Weather supports the [[StarCitizen:Actor status system|actor status system]] and affects the atmospheric [[StarCitizen:Flight model|flight model]].
Weather supports the [[StarCitizen:Actor status system|actor status system]] and affects the atmospheric [[StarCitizen:Flight model|flight model]].
Snow, wind, dust and sandstorm weather types are generated by a rotating planet-scale texture. This allowed for the implementation of the planet [[StarCitizen:microTech]] which is primarily a snow-planet. A frozen lake shader contributes to the visuals of microTech along with evergreen tree assets. The city of [[StarCitizen:New Babbage]] on microTech uses updated design philosophies since v3 as a more open-form-factor and externally traversable location than [[StarCitizen:Lorville]] before it.
Snow, wind, dust and sandstorm weather types are generated by a rotating planet-scale texture. This allowed for the implementation of the planet [[StarCitizen:microTech]] which is primarily a snow-planet. A frozen lake shader contributes to the visuals of microTech along with evergreen tree assets. The city of [[StarCitizen:New Babbage]] on microTech uses updated design philosophies since v3 as a more open-form-factor and externally traversable location than [[StarCitizen:Lorville]] before it.


Wind affects the player and [[StarCitizen:StarCloth]] only in this version of the planet tech. The ability to affect physics-objects came later with [[StarCitizen:Planet Tech v5|v5]]. Improved atmospherics give better sunrise and sunset visuals by, for instance, emulating the existence of an ozone layer.
Wind affects the player and [[StarCitizen:Starcloth|StarCloth]] only in this version of the planet tech. The ability to affect physics-objects came later with [[StarCitizen:Planet Tech v5|v5]]. Improved atmospherics give better sunrise and sunset visuals by, for instance, emulating the existence of an ozone layer.
Unique particles can be spawned on the terrain using various parameters. These can be locked to the terrain and move around on the surface as needed. When particles are affected by gravity or wind, they now flow around the contours of the terrain in a natural way.
Unique particles can be spawned on the terrain using various parameters. These can be locked to the terrain and move around on the surface as needed. When particles are affected by gravity or wind, they now flow around the contours of the terrain in a natural way.


Beyond Alpha 3.8, further improvements were made to v4. Windspeed limits were added per-planet to prevent excess wind and un-navigable areas around landing zones, namely at Lorville on [[StarCitizen:Hurston]], which later had its skyline reworked to support the upcoming [[StarCitizen:Building interiors]]. Volumetric clouds were added to the planets of [[StarCitizen:Stanton system|Stanton]] over time and this same technology was used to implement the gas giant [[StarCitizen:Crusader]] in [[Update:Star Citizen Alpha 3.14.0|Alpha 3.14]].
Beyond Alpha 3.8, further improvements were made to v4. Windspeed limits were added per-planet to prevent excess wind and un-navigable areas around landing zones, namely at Lorville on [[StarCitizen:Hurston]], which later had its skyline reworked to support the upcoming [[StarCitizen:Building interiors]]. Volumetric clouds were added to the planets of [[StarCitizen:Stanton system|Stanton]] over time and this same technology was used to implement the gas giant [[StarCitizen:Crusader]] in [[StarCitizen:Update:Star Citizen Alpha 3.14.0|Alpha 3.14]].


== Gallery ==
== Gallery ==
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|Cutter%27s_Rig_aerial_view,_Hurston.jpg
|Cutter%27s_Rig_aerial_view,_Hurston.jpg
|Orison-Aerial-Overview-3.14.jpg
|Orison-Aerial-Overview-3.14.jpg
}}
|Microtech-fields-mountain-01.jpg}}


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[[Category:StarEngine]]
[[Category:StarEngine]]
[[Category:Planet Tech]]
[[Category:Planet Tech]]

Latest revision as of 11:24, 15 April 2026

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Delivered in stages starting with Alpha 3.8, Planet Tech v4 builds upon the features of StarCitizen:Planet Tech v2 and v3, offering terrain texture blending, objects scattering and biome transitions. The developer tool StarCitizen:PlanEd gained a paint tool for efficient workflows when creating planets. Temperature and Humidity maps infer biome selection - a data-driven approach that went on to become the Genesis shared data pool initiative.

Weather supports the actor status system and affects the atmospheric flight model. Snow, wind, dust and sandstorm weather types are generated by a rotating planet-scale texture. This allowed for the implementation of the planet StarCitizen:microTech which is primarily a snow-planet. A frozen lake shader contributes to the visuals of microTech along with evergreen tree assets. The city of StarCitizen:New Babbage on microTech uses updated design philosophies since v3 as a more open-form-factor and externally traversable location than StarCitizen:Lorville before it.

Wind affects the player and StarCloth only in this version of the planet tech. The ability to affect physics-objects came later with v5. Improved atmospherics give better sunrise and sunset visuals by, for instance, emulating the existence of an ozone layer. Unique particles can be spawned on the terrain using various parameters. These can be locked to the terrain and move around on the surface as needed. When particles are affected by gravity or wind, they now flow around the contours of the terrain in a natural way.

Beyond Alpha 3.8, further improvements were made to v4. Windspeed limits were added per-planet to prevent excess wind and un-navigable areas around landing zones, namely at Lorville on StarCitizen:Hurston, which later had its skyline reworked to support the upcoming StarCitizen:Building interiors. Volumetric clouds were added to the planets of Stanton over time and this same technology was used to implement the gas giant StarCitizen:Crusader in Alpha 3.14.

Gallery

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Contents