Posted:2014-03-04 05:00:00
transmission

Tech Art, being a shared resource, worked on some additional vehicles for the 3.1 release: the MISC Razor and the Aegis Reclaimer. Tech Art not only handled the ship damage, but also the rigging, animation and hook-up for landing gear compression. They can’t wait for players to experience landing the Reclaimer in the ’verse.
After polishing the Character Customizer, the team shifted their focus to cleaning up bugs around core experiences initially released for SC Alpha 3.0., beginning with UI and reliability bugs in the insurance claim flow for vehicles. There was general ship improvement in missiles and countermeasures, including 3D radar UI for missiles and proper locking functionality when switching between targets. Issues with ship repair at Cry-Astro were also addressed. The team ensured weapons and attachments were being fully restored to repaired vehicles and that the proper aUEC was withdrawn. Finally, some light and cargo-related issues recently introduced were addressed to restore previous functionality.
The Character Team worked on a multitude of assets across both Star Citizen and Squadron 42. The Legacy armor variants for Outlaws and Marines are close to being finalized, while the Hurston and Olisar Clothing Collections continue to be developed and should get into the ’verse soon.
A lot of work went into the principle characters, outfits, and weapons that will appear in Squadron 42, including the fleshing out of various alien species. In addition to all these assets, the team fixed several bugs across different character related features.


The Ship Art Team continued their work on the game’s ever-expanding fleet. The interior of the Aegis Hammerhead is mostly set out except for the crew dorm and kitchen. Currently, the cargo bay and bridge are receiving a detail pass.
The third location component is the interior. The development of a procedural layout tool to generate these Rest Stops has been a big, and admittedly challenging, project. Work has advanced to where many layouts can automatically be generated using the tool and a set library of room and connector prefabs. Maintaining visual consistency and coherence, while still making each location appear different, remains an artistic challenge for the tool and team. Like the exterior, the trick is to randomize many of the smaller choices, like prop placement and lighting, rather than alter the larger room forms. This method allows the team to maintain artistic control over the main spaces flow and form.
Another task had the team revising metrics and template assets for usables and interactive props. This makes them easier to understand and allows for improved scalability and functionality support. Building on these tech improvements, they can now create destructible props that mesh swap and update environmental effects, such as lights, VFX, and audio accordingly. These tech developments are still in the early stages, and laying the foundation for future releases.

The DE Lighting Team supported the 3.1 patch. Their recent focus was finalizing a new lighting pass on the Echo 11, as changes to the lighting tools and technology have left the Star Marine maps visually out of sync. They’ve also helped the planet team with minor tweaks and polish to the atmospheres and color grading for Crusader’s three moons and Delamar. In addition, they assisted with several 3.1 goals, such as the new mobiGlas PMA/VMA character and item rendering, the Character Customizer, and general optimizations.


Thanks to all the dedicated testers who helped make the release of Alpha 3.1 possible. The entire CIG team sincerely appreciates your efforts during the Evocati and PTU phases, and hopes you have a blast playing the latest version on the live servers!