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Star Citizen Live ·
Published on this date.2022-02-11
· 33 Q&As

Star Citizen Live: Planet Content Team Q&A

The Planet Content team covers planned lava rivers and underwater biomes, static-then-dynamic clouds including supercells, and dense forests and touch-bending vegetation. They also discuss caves, cliff overhangs, Pyro and Nyx planets, ArcCorp's decline, and ground-vehicle rock collisions.

Transmission log

Full answers

Will Pyro or any of its planets and moons have flowing lava fields?

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

With the work on rivers, the bridge to lava feels very close. And we're definitely planning to do lava, and also probably retroactively on Pyro after release. But I'm very unsure right now if it's going to make the deadline for the initial Pyro release to actually have flowing lava rivers. But it's definitely planned, and once the rivers are fully there, I think the next step shouldn't be a big one to get to lava rivers.

Jared HuckabyHost, Community

As folks have seen with the Stanton system, first an initial version of a planet will go out and then it will continue to be iterated as new technologies come online. So just to reiterate that whenever the Pyro system does come online, it may or may not have the flowing lava when it's first introduced. It just depends on how the schedules and the technologies line up at that time.

Star Citizen Live·
Published on this date.11 Feb 2022

Are there any plans for explorable oceans, seas or lakes? What can you tell us about the future of underwater gameplay?

Maximilian KeilichSenior Environment Artist, Planet Content Team

For us as the planet content team, I do think we all want to provide the same gameplay experience that you have on the planet surface, visually, also underwater. So I think we're excited to look into that some more and have a lot of biome diversity underwater eventually. When it comes to exploration and stuff, that's for other departments, right? But we're definitely interested in providing the space and making everything look interesting.

Star Citizen Live·
Published on this date.11 Feb 2022

With the introduction of clouds in Alpha 3.15, is there any work currently being done on dynamic clouds and weather effects like storms, lightning, etc.?

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

So what we released was a [unclear] of clouds, basically. And I think it has been communicated plenty of times that we're still developing the technology for it. And the long-term plan is certainly to have dynamic clouds, animated clouds, and having clouds form and dissipate based on climate and weather. Right now the focus is more on performance, getting them to be as performant as they can be, and then there will be another round of quality and detail improvement to allow us to make more elaborate and more realistic formations of clouds and more diversity within or on one planet, basically. And then either with that or after that, the plan is to look into dynamic clouds, animating and forming and the whole cloud deal, basically.

Star Citizen Live·
Published on this date.11 Feb 2022

How detailed are you planning to go with cloud formations? Are we going to see things like supercells or hurricane formations?

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

As part of our continued effort to improve our tools and pipelines, we're also working on more realistic global cloud generation. And part of that is definitely supercells and hurricanes that gather over oceans and then start moving towards land and stuff like that. For the first iteration, they will be static, obviously, unfortunately. But eventually, the goal is definitely to have those. And on all fronts, large scale and small scale, there are a lot of things we still want to improve and are working on to make better and more realistic.

Star Citizen Live·
Published on this date.11 Feb 2022

The clouds on microTech seem different from those in the Pyro demo shown at CitizenCon. Is this due to performance reasons, or why do they seem different?

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

Fundamentally, they're the same. They're using the same system. They just use a different amount of a different type of data that goes into them. And that was mostly because the direction for the Pyro clouds was a very different one than for the microTech ones. But fundamentally, they are the same clouds and they should perform almost the same. And they will hopefully come out with Pyro then. But there's fundamentally no real difference between them.

Star Citizen Live·
Published on this date.11 Feb 2022

Is that something you think you might explore later, though? Would clouds on different planets and in different star systems form the same or look the same?

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

That's a very good question and something we'll definitely have to come back to. We're making a space game with a lot of stuff that nobody knows how it actually works. I don't think anyone has been to a gas giant, really. So we're always taking some liberty and trying to make things as interesting as we can. And with the systems we still want to release, I think there's plenty of room for more alien and other kinds of exploration. We'll see. But it's definitely not going to be all Earth-like clouds. That's pretty sure.

Star Citizen Live·
Published on this date.11 Feb 2022

Why don't we have clouds on other planets besides microTech yet?

TL;DRClouds take significant time and the system is still changing, so they plan to roll out more planet-specific clouds iteratively rather than generic ones, avoiding rework.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

It is a decent amount of time investment to make clouds, especially since we're so early in the process. We don't have all the knowledge and all the tools we need or want to get whatever specific visual target. So we do have to spend a fair amount of time to develop those and figure out what we need to do to get the visuals we want. And then the system is still very much subject to change and will change dramatically over time. So we don't want to spend too much time making things that are going to have to be reworked a lot of times. So we're definitely working on rolling out more clouds to more planets. As long as the system is so much in development, we're not going to just do them for all of them. We're not going to do generic ones for all of them. We want them to feel different and portray the planet in a way that makes sense for the planet and just enhances the atmosphere or the vibe of the planet, if you know what I mean. So that's pretty much the thing. We want to do each planet justice and not just have something generic everywhere. But to do that, we need to spend our time on it and not throw away all the work we do. So it's an iterative process that takes a bit of time, if that makes sense.

Star Citizen Live·
Published on this date.11 Feb 2022

The 2D cloud layers on the Jumptown 2 event moons look poor in comparison to the microTech clouds. Why do the clouds look different on Jumptown 2 than they do on microTech?

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

Well, they're using the old 2D clouds. And obviously, they look worse. And it's basically the same answer that I've given before, right? We will get to it. But we don't want to do generic clouds everywhere, but rather tailor them to the specific scenario on [each] planet. That's the process.

Star Citizen Live·
Published on this date.11 Feb 2022

Are there any updates or progress on underwater flora?

TL;DRNo concrete progress is shared; they've discussed needs like swaying kelp and underwater vegetation with engineers, but the speakers avoid spoiling the upcoming river work this ties to.

Maximilian KeilichSenior Environment Artist, Planet Content Team

Like Sebastian explained, we do talk to the engineers, right? They ask us what we would need to create underwater biomes. And then it's a back and forth. We make some white box kelp meshes, for example. And then we say, OK, we need them to sway in the water. And if that's not something that they've done yet, they have to make that and come back to us. And that's the process that we have for creating this. Obviously I don't want to take anything away from their upcoming river special, which will touch on the underwater stuff. But we did look into that a little bit to support them early on so they know what we eventually need. Basically, we want to scatter stuff around bodies of water. We want to have different vegetation underwater, different rocks. How do the rocks behave in comparison to planet surface rocks? Just so that the player sees what he or she would expect to see if they go underwater.

Jared HuckabyHost, Community

So these conversations about underwater stuff are happening now?

Maximilian KeilichSenior Environment Artist, Planet Content Team

I mean, it's a process, right? It's a development process. It starts somewhere, right? Eventually, they ask us. But I don't want to spoil anything, right?

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

It has come up, though, with rivers and players walking into the river and them dying feels a bit weird. So, sparking conversations about underwater.

Star Citizen Live·
Published on this date.11 Feb 2022

Are dense jungle-like biomes even feasible with the current planetary tech? Could you make a really dense jungle right now?

TL;DRDense jungles are held back by not being able to draw enough detailed things at distance; a GPU-based distance representation is hopefully being worked on soon and is a top priority.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

The problem is twofold. I'm going to touch on the technical side of things, the larger issue, which is that with Star Citizen, we have to make things that work from all distances. So it needs to work from space, from orbit, and from the ground. And right now... but that's something that's actually being worked on soon, very soon I hope: a better representation of things in the distance on the GPU instead of the CPU, because then we can draw them much further out in much higher quantities. And that's a big blocker right now that prevents us from doing really dense anything at a distance, and forest obviously being the big item that we as a team and I guess the fans as well and our art director and everybody wants, is pretty much the biggest thing that's being held back by not being able to draw enough good-looking things far out. But hopefully the Planet Tech team will touch on this if they come on the show and elaborate a bit more on how they're going to solve this issue. But it's definitely one of the top priorities for our team and I hope for everybody as well.

Star Citizen Live·
Published on this date.11 Feb 2022

What happened to the touch bending, binding a skeleton to plants on planets so that they can react to player characters moving through them? I remember seeing some early tests on ISC a while back. Any updates on that?

TL;DRTouch bending is part of a long-running new vegetation shader effort that also covers far-distance rendering, billboards, possibly wind, and color lookup tables enabling variation, seasons and plant health states.

DanielEnvironment Artist, Planet Content Team

So that's something that's been worked on for a long period of time, as Max and Sebastian already talked about. This is something that you don't do once and it's done. You want to study all the possibilities, all the different vegetation types, be it alien, be it more Earth-like. That's an effort that's being made in conjunction with a new vegetation shader that has been worked on for a while now and will still be worked on in the future, where we will not only have touch bending so that the player interacts with the vegetation, but also stuff like better far-distance rendering, which we will look into, better billboards, things like that. Probably new wind, if we have the possibility to study that, and also a new approach to coloring the vegetation, which will allow us to not only use LUTs, or what we call LUTs, which are basically color lookup tables that allow us to make very easy and fast variations of the same assets, but this is also something that will allow us to do stuff like seasons and health on plants, for example. So this is all an ongoing effort that's being done together with the touch bending and all of that.

Jared HuckabyHost, Community

Using LUTs to help depict seasons. That's the first I've heard of it.

DanielEnvironment Artist, Planet Content Team

Yes, so basically the current system doesn't allow for a very dynamic way to change the colors. Sometimes you might need to do some hacky ways to achieve that result, and there is ongoing progress on a new tech that will allow us to just recolor vegetation using those color lookup tables, essentially. And these will provide not only a better quality, but also make it easier to do that variation. So stuff like seasons will be possible, once that is done, of course. And also having health states for plants and stuff like that will be way better and easier.

Jared HuckabyHost, Community

Health states for plants? You shoot a plant in the arm and it gets an injury?

DanielEnvironment Artist, Planet Content Team

Yes, exactly. Let's see what the players do.

Star Citizen Live·
Published on this date.11 Feb 2022

Will we ever see multiple biomes, with rivers, lakes and waterfalls, on planets as diverse as our Earth, with tropical zones, sandy dunes, swamps and forests all on a single planet?

TL;DRThey'd love to do diverse Earth-like planets and plan more diversity and revisits as tech evolves, with Pyro and Nyx expected to push biome diversity further, but there's still a way to go.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

We would very much love to do that. Earth is obviously the big goal we eventually want to get to. There's a lot of things that still need to be solved to be able to do anything as diverse as Earth. But I think we can definitely already do something that's more diverse than single-biome planets. And I think we're already doing that for the most part. For the future, we'll definitely do more diverse planets. And we'll also come back to existing ones and add more diversity as the tech evolves and allows us to do stuff like that, like rivers and waterfalls. Once those are going to be a thing at scale, we'll definitely come back to them. And probably also make some biomes that go along with them, just so they're nice. But all the other stuff, we all want to do that. It's just, more or less, all the interesting biomes, like a swamp, you definitely end up being in a place where you want terrain displacement, like snow or mud you walk through and wade through, and get the player trekking through and leaving a depression in the mud, stuff like that. A lot of interesting and exciting things we do want to do and we hope to get to in the near future or in the far future, we'll see, but it's still the goal. Until we've done Earth, I think we aren't there yet, tech-wise and content-wise. So it's definitely the goal and we will just get more and better the longer we do it, but there's still a ways to go.

Maximilian KeilichSenior Environment Artist, Planet Content Team

If you look at how we started with Cellin and Daymar and Yela, they were technically like Star Wars planets, right? They only had one thing. And then we tried to push it with every new release. And then eventually we had microTech, which was very different. You have the icy, snowy parts and then the lusher regions with the trees. So I don't think it's a spoiler because people saw some of that already during CitizenCon, but I feel like Pyro and Nyx will push the biome diversity to a degree that's different and better than what we have right now. So I think people will enjoy that when they eventually see it.

Star Citizen Live·
Published on this date.11 Feb 2022
Planets & procedural tech

What is the overlap in labor between roads, rivers and lava flows? Does the river work automatically get us roads and lava, or how does this work?

TL;DRRiver tech will partly carry over to lava and roads, but the speaker isn't on that team, expects roads to need Planet Tech and locations teams, and doesn't expect much work from his own team.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

No, no, no. I assume the Planet Tech team will get into this a bit more in detail, but a lot of the things that make a river work will also make a lava [river]. Just like the name implies. And for roads, a lot of the tech that has been developed and is being developed for the rivers, like adjusting the terrain so it's flat and looks like a riverbed, can then be applied to make a road flat and drivable. But I assume, I don't know, I'm not on that team, there's lots to do to make the roads happen. And it's most likely going to be more collaboration between Planet Tech and the locations teams and not so much us. We're just there for awareness, but I don't expect us to do all that much work with roads or on roads, since it's mostly going to be connecting outposts and connecting cities. So basically based on what those teams will need.

Star Citizen Live·
Published on this date.11 Feb 2022

What planetary mechanics will force us to use ground vehicles instead of flying a ship?

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

Obviously what we want, and I think that's also aligned with the plan for the tech itself, is that weather, especially extreme weather conditions, will affect the ship and prevent the player from flying through very extreme storms and stuff like that. And we could definitely see this [preventing] flying and needing to use ground vehicles more in certain areas or maybe on entire planets.

Jared HuckabyHost, Community

As weather continues to be developed, with some of these less aerodynamic ships, you may have more and more trouble reaching the ground safely in some conditions.

Star Citizen Live·
Published on this date.11 Feb 2022

Are the clouds purely cosmetic, or do they have additional metadata attached [that could lead to gameplay effects]?

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

Technically, there's some stuff attached to it. For example, in the Pyro demo, you could see the lightning storms. And those are all piggybacking off some data that's coming with the cloud density and the type that's there. And once other teams hook into this and use it more, they can make use of the clouds and have them have gameplay implications for the players and the player ship.

Star Citizen Live·
Published on this date.11 Feb 2022
Planets & procedural tech

What new biomes or locations from Star Citizen's lore do you think would be a challenge to tackle, besides the dense forest?

DanielEnvironment Artist, Planet Content Team

This is a tricky one. I will say there is a bunch of stuff that tech can't handle yet. I will say the forest is the obvious one.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

Other stuff like swamps, also; if we do them, then we want to do them right. So we definitely need some more tech there, would be my answer to that, aside from the forests.

Star Citizen Live·
Published on this date.11 Feb 2022

What about quicksand as a planetary hazard?

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

Well, I think we're all concerned with quicksand, even though it turns out not to be that important in life. I'm not even sure, does it even work in real life the way it does in films? I don't think it does. We'll see. I mean, we have [swamps] planned, so maybe.

Star Citizen Live·
Published on this date.11 Feb 2022
Planets & procedural tech

Will Stanton get some of the canyons and rock spires that we saw as part of Pyro at this year's CitizenCon, or are the Stanton landscapes finalized?

Maximilian KeilichSenior Environment Artist, Planet Content Team

Like you already hinted at, we always try to go back to the older planets and make sure they match the newer content. But some of the Pyro rock sets that we made are specific to Pyro, right? You want it to feel different. You don't want the same spiky rock set on five planets, right? But for generic stuff, generic cliffs, some boulders and stuff, if we do feel like we have better sets that could complement what's already on Daymar, for example, then we do go in and switch it out. But technically, we do make things specific for whatever planet we are creating so that everything has its own vibe and feel.

Star Citizen Live·
Published on this date.11 Feb 2022

Do you ever foresee the planet tech allowing cliffs with overhangs, the kind of thing Wile E. Coyote would run out over?

TL;DROverhangs have been hard to do and remain difficult, but planned technical improvements could hopefully allow better cliffs and perhaps overhangs, without committing to any timing.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

Probably since forever, but definitely since we worked on planet tech before, that has been the big thing we always try to get to work but haven't been able to figure out how to do. And it's still very difficult to do, just because of how our tech works and a lot of the specific quirks to make a planet at scale just work, and at all distances. It's something we always come back to. At least once a year, we're like, oh, can't we do this to make cliffs happen or overhangs happen? And I think there's a lot of very interesting stuff that's planned to happen in the next... whenever, we'll see, in the future. I don't want to commit anyone to anything. But there are definitely technical improvement plans that will make things like that more feasible and allow us to do better things easier and quicker. And one of them could hopefully be, if not overhangs, I mean probably also overhangs, but just better-looking cliffs, or any cliffs at all, and really straight cliff faces, which we really can't do right now because... Things are being done and I'm very hopeful that they will improve a lot of things and allow us to do things we couldn't do before. Fix the tiling of the ground textures, make proper cliffs, integrate assets better with the terrain. All of these things will piggyback on some fundamentals that are being worked on in the near or some future.

Star Citizen Live·
Published on this date.11 Feb 2022
Planets & procedural tech

How do you balance 'it doesn't look right, it doesn't look realistic' when some of the weirdest-looking things actually exist on our planet, like Devil's Tower in Wyoming? How do you balance that believability with the fact that it's actually possible?

TL;DRWeird formations can be popular, as with a rock that vanished and was restored, but they won't build odd landmarks widely until they can fill the whole space at consistent quality.

Maximilian KeilichSenior Environment Artist, Planet Content Team

Sometimes we do have these things happen where you have a weird bug, right? But then the fans really like it. We have this one example, it's called the scatter rock, I think that's the name of it, and one day Sebastian sent me a thread from the forum and he was like, oh, was this a point of interest or was this a bug? And people complained that this huge overhang plate on Magda, I think it was, was gone. And apparently it became this travel destination for people to check out. I don't know if we took it out on purpose or if someone just tweaked a setting in the procedural generation and it disappeared, right? But if we look at that, it just looks wrong, right? But then obviously the players see it and feel like, oh, what's this? Looks different. That's super cool. Let's go there. Let's meet up. So we did feel a bit bad that it disappeared, and we brought it back. But in general, we also want more interesting cliff formations, more points of interest for people to find. But like you say, we could build that, but there's so much space that we would need to fill. And until we have a solution that lets us confidently fill all of it at the same quality bar, we don't try to do that. Because then it just sticks out like a sore thumb, right? You have this one area that's neatly dressed, and then you go five minutes to the right and it looks a bit procedural again. So that's a tricky balance.

Star Citizen Live·
Published on this date.11 Feb 2022

What types of mineables are we going to explore when we have the new systems in? Are they just going to be the same things from Stanton repainted in a different color for Pyro, or are they new? Is it new flora? New mineables? How different are we going here?

TL;DRThe plan is that certain mineables are found only on certain planets to give reason to visit Pyro, some new harvestables already exist, and there will be a mix of unique and shared items.

Maximilian KeilichSenior Environment Artist, Planet Content Team

I guess the plan is that you only find certain mineables on certain planets, right? So that there's an incentive for a player to visit the Pyro system instead of going to Stanton again, right? Because you need a very specific resource. We're not in the loop, I think, on the whole economic aspect of it. If they need us to make different assets, like new harvestables, new mineables, we're happy to do that, right? But I don't think the plan is that you can find everything everywhere all the time.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

I think we already did some new harvestables for Pyro in the past. It's been a while now since we started work on Pyro. So I think they exist, but it's been over a year since we worked on those, maybe more.

Maximilian KeilichSenior Environment Artist, Planet Content Team

That's not a spoiler, right? OK, we made some new stuff. We made new content for a new system.

Jared HuckabyHost, Community

It is worth noting, though, that while there certainly should be things that are unique to Pyro, these systems have been explored and traversed for decades in our fictional timeline, sometimes hundreds of years. So there's going to be cross-pollination. There are going to be people who bring melons from one system and plant them in another system, with these colonial outposts and stuff like that. So I think folks can expect a mixture of things that are unique to the Pyro system and things that are shared with Stanton. I mean, even the stuff in Stanton, if you look at the lore of some of the harvestables that you see in Stanton, the fiction behind them originated in other systems and they were brought to Stanton in the lore. So there's going to be some cross-pollination, and that includes the fauna as well, because settlers bring cows with them, horses with them and stuff like that.

Star Citizen Live·
Published on this date.11 Feb 2022
MiningStar systems

What are the blockers for adding more altitude or depth to planets?

TL;DRThe hard-coded global elevation limit has been greatly increased, allowing more height variation across planets, but steep local terrain stays limited by texture stretching until the planet shader gets cheaper.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

If we're talking about local altitude and depth, I guess people can refer back to the CitizenCon talk from two years ago, when Ali talked about the planet tech at length. I think he went into this issue at length. What has changed recently: there was a hard-coded limit to the global elevation. That has now been drastically increased, and so we will be doing more with that and having more height differences across the whole planet, but not necessarily in a very local area, because it still has the same issues of texture stretching and that stuff, which isn't gone until... Some of the things that are being worked on will hopefully make the planet shader much cheaper again. And then we can afford to do things like triplanar projection of textures on the terrain. And then we might be able to finally confidently do very steep slopes and have assets integrate with them. But until then, we really won't be doing super steep terrain parts.

Star Citizen Live·
Published on this date.11 Feb 2022

As a follow-up to the lava question, what about volcanoes? Any further development on volcanoes?

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

That's largely a VFX question, I think. Sure, once we have rivers and lakes and we have lava rivers and lakes, the volcano part would be gameplay and VFX doing the rest, mostly. So it would be for those teams, I'd say.

Star Citizen Live·
Published on this date.11 Feb 2022

For points of interest, specific rock formations or things that can be used as landmarks, like Scotts Bluff or Mount Fuji, is that something you would still craft by hand and place, or would you want to work through the procedural system?

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

Max has already touched on this, that right now we don't want to do things manually that won't work at scale for us. But obviously different planets will have different unique features, like Stanton I, Hurston, has the big mining pit and stuff like that. And some of Pyro and Nyx will also have unique features like that. And we do try to handcraft them within the system as much as we can. But we're always trying to work within procedural tools and make those things happen. And unless it's the iconic feature that makes or breaks the planet, we will stay away from handcrafting things too much. It's always a balancing act.

Star Citizen Live·
Published on this date.11 Feb 2022

What can you tell us about caves? Have we seen all the caves we're ever going to see, or are there more caves in our future? Bigger, badder, more dangerous?

TL;DRThe developers would like more cave types such as lava, ice, fungi, desert and overgrown caves, say they have plans and have done some work to add archetypes beyond the current rocky caves, but only hope for some.

DanielEnvironment Artist, Planet Content Team

So I guess I could start by saying that, at least personally, I guess each one of us has a lot of crazy ideas we would like to see for caves, like lava caves under a volcano would be awesome. But of course, as we talked about, there are tech dependencies. Ice caves, fungi caves where you have a lot of bioluminescence going on, stuff like that. I personally would love to see that, but I guess...

Maximilian KeilichSenior Environment Artist, Planet Content Team

Right now we have rocky caves, right? So we definitely will need more archetypes for caves, because we can't put a rocky cave on, I don't know, the icy regions of microTech. So that will need its own cave. And we've done work on that.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

You're allowed to say that we're working on new cave archetypes.

Maximilian KeilichSenior Environment Artist, Planet Content Team

I never know what I'm allowed to say and what not. We have plans to extend the current cave systems and add more archetypes. So rocky is what we have, but we want to improve the look of the rocky caves. Then desert caves that will fit nicely on Daymar, which obviously are going to look way different than the rocky caves. Then we're going to have, hopefully, caves that are more overgrown, like moss and lots of foliage, ice caves, and acidic caves.

Star Citizen Live·
Published on this date.11 Feb 2022

Will there be underwater caves?

DanielEnvironment Artist, Planet Content Team

So that's a tricky one, right? I will say yes from an art [perspective]. From a planet content team perspective, I think it's not so different to create an underwater environment than it is to create any other kind of cave. But there are a lot of tech dependencies and gameplay dependencies that we can't take on ourselves. But I guess when the time comes, we will all be very excited to do so.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

Once the player is [allowed] in water.

Star Citizen Live·
Published on this date.11 Feb 2022

What about caves we can fly through?

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

There have been conversations about that. It's obviously going to be a lot more work to make a cave large enough that you can actually fly through and still maintain the same visual quality that you want when you walk through it. So there have been conversations about that, and I think they are eventually going to happen, but we're not working on them right now. Somebody asked what the thing on the progress tracker is that is not announced on the content team. We're working on new cave archetypes. That's the thing we're going to do this year.

Jared HuckabyHost, Community

If I'm allowed to speak on behalf of the Daymar Rally and the Stanton Seven folks and stuff like this, caves that they could actually traverse through as part of the race would really open things up.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

Yeah, we're starting small, though. We'll get to the big ones later.

Star Citizen Live·
Published on this date.11 Feb 2022

Why is my tank flipping over when I ram a small tree or a succulent, and not the other way around?

TL;DRVehicles flipping on small plants is a system limitation, since it cannot tell different vehicles apart for collision, though a planned improvement should eventually decide collision automatically from an asset's bounding box.

Maximilian KeilichSenior Environment Artist, Planet Content Team

It wasn't one of us, but that's more a limitation of the system, where it can't differentiate between the golf cart vehicle that we have and the rover, for example. So we understand that that's frustrating. And it's also tricky for us to get that right with some of the randomization values that we have, where a small rock that the golf cart would get stuck on, or that you would expect the golf cart to get stuck on, but the rover to drive through... We have to decide on one or the other. For now. Eventually, the system is going to get improvements. It's going to automatically check, for example based on the bounding box, if an asset is supposed to have collision or not have collision. But for now, we understand it's a bit of a problem. So we try to avoid that. Little succulents make the vehicles flip, which is unfortunate.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

And we can't wait for the succulents to start exploding when you drive over them. Hopefully it will happen.

Star Citizen Live·
Published on this date.11 Feb 2022
Ground vehiclesPhysics

We've made some improvements over the last year to the sheer volume of rocks folks encounter as they drive along the surface of some of our planets and moons. Is that dialed in where you want it right now, or is there still more work to do?

TL;DRThe team has heard the feedback and went back to older moons to add more drivable space, aiming for a balance, and says newer systems were designed with that balance in mind.

Maximilian KeilichSenior Environment Artist, Planet Content Team

We've heard the feedback in the past, and I think we try nowadays to keep in mind that there needs to be a good balance, right? It can't all be covered in boulders and rocks to get stuck on. So we also went back, and I hope the fans and the players will see that, we did go back to the old moons and try to have more drivable space in there. But for us, it's a struggle, because obviously we want to cover everything nicely and have something interesting everywhere. But I also understand that if you want to have a race and you get stuck every five meters, that sucks. But for example, on Pyro and Nyx, we did keep that in mind from the get-go. So there is a good balance of biomes where you immediately know, okay, this is one where driving is going to be tricky. And then you have another one where it's like, okay, this is a good one to drive through, to kind of guide you a bit. So we're doing better on that.

Star Citizen Live·
Published on this date.11 Feb 2022

What can you tell us, if anything, about your work on Nyx?

Maximilian KeilichSenior Environment Artist, Planet Content Team

We did work on that, lots of work. It looks pretty good. We still have to do one final polish pass on it. But server meshing isn't ready. It's not us holding that back, I think.

Jared HuckabyHost, Community

Is Nyx being created with the same planet tech tools that the other planets and moons are?

Maximilian KeilichSenior Environment Artist, Planet Content Team

Yes.

Star Citizen Live·
Published on this date.11 Feb 2022

Is Delamar a perfectly round thing, or is that a difference? It seems like it might be different.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

Every now and then we get asked to see if we can't make a non-spherical planet, and we try, and then something breaks horribly, and then we say we can't. So I think it's going to be a little bit less spherical than Delamar was before. But it's not going to look like a potato, unfortunately.

Star Citizen Live·
Published on this date.11 Feb 2022
Planets & procedural tech

What's your personal favorite planet or moon in the Pyro system?

TL;DRThe developers each name a favorite, citing identity, color palettes, biome diversity and work they enjoyed: one picks Pyro 2, another Pyro 4, and a third Pyro 3.

Maximilian KeilichSenior Environment Artist, Planet Content Team

You can say it's the one you worked on.

DanielEnvironment Artist, Planet Content Team

I'm going to say Pyro 2 for that.

Maximilian KeilichSenior Environment Artist, Planet Content Team

And I'll say Pyro 4.

Jared HuckabyHost, Community

Why Pyro 2, Daniel?

DanielEnvironment Artist, Planet Content Team

So the thing about Pyro is that I feel the planets feel unique themselves. They have an identity, I think. And Pyro 2 mostly because it was a planet I worked on and it was the first planet I worked on for Star Citizen. But also because it is a more deserty kind of planet with a mix of other stuff going on. And I like the color palette that it brings and the vibe in general.

Jared HuckabyHost, Community

And Max, why Pyro 4?

Maximilian KeilichSenior Environment Artist, Planet Content Team

Like I said before, it has more biome diversity, which is nice. And I feel like it's a good mix between more alien-looking, otherworldly biomes, but it still feels grounded. And I like the colors of it.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

Pyro 3. I liked working on the clouds and the moss, mostly, and the colors are great. I think black and yellow just works.

Jared HuckabyHost, Community

Pyro 3 was the one from the CitizenCon demo, right?

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

Yeah.

Star Citizen Live·
Published on this date.11 Feb 2022

Do you guys work on ArcCorp?

TL;DRArcCorp is not forgotten, but it uses different, fragile tech and is not the current focus; it is on the backlog for evaluation and will eventually get attention, with no date given.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

It's always on our backlog to make sure it doesn't rot and break horribly, but we are aware that it has declined a tiny bit in quality, and there's an item on our backlog about going back to it and evaluating what its current state is and what we can do to improve it. It has always been the odd one out. It's breaking all the rules of the planet tech, always has. It's very difficult and tricky to work with, and it's very easy to break. Obviously, we would like to do it justice as much as we can, but it's also not the most fun planet to work on.

Jared HuckabyHost, Community

When we talk about the systemic solutions, ArcCorp is a different beast from every other planet and moon in Star Citizen. It uses different tech. It's a whole other thing. I think it's safe to say to everybody who was asking, and it was coming up a lot in the chat, that it is not forgotten and it will not be ignored. It's just that with the tech that's being developed by the Planet Tech team, and stuff that's pushing the tech forward with Pyro and with Nyx and with other things beyond that, our focus is just there on the more organic side. But there will be a day when the wheel of development spins back around and it comes back to ArcCorp, just like it does with everything at some point. And it'll get its time in the sun.

Sebastian SchroederPrincipal Technical Environment Artist, Planet Content Team

Just by the nature of planet tech evolving, eventually it will have changed so much that it breaks ArcCorp, and then we'll have to go back.

Star Citizen Live·
Published on this date.11 Feb 2022