Procedural generation on space stations?

Jack Booted Thug posted this great video of the Zelada Space Port space station.

I wonder if those surface details are procedurally generated? Or are they hand modeled? I mean not just different station modules mixed together but the detailed stuff on surface. Would be nice to get some dev info.

It looks great either way but it would be a great example of how procedural generation creates really nice and interesting details on large structures in comparison to hand modeling :)

EDIT: It looks the surface of the Coriolis station isn't randomized so never mind, question answered ^^
 
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some of the space station are made up of modules, with this I mind I would guess that many of the space stations are indeed made from Procedural generation.
 
Yeah I've read that in a dev newsletter or video too, but I mean the actual details on the station surface not just the modules.
 
I think that what we see in this alpha 3.0 is an early preview of what we will see later about space stations.

Surely as others just said, it will be part of the P.G.
Modules+various possible designs+names, etc...

But i am very impressed by the size and the huge work done on it.
When you enter the space station it seems very ''real''.
And reminds me a lot of 'Frontier in some way.


FD is doing well
 
Yeah I've read that in a dev newsletter or video too, but I mean the actual details on the station surface not just the modules.

Define details.

Since the stations are handmade constructs I guess most of the PG we see here is of the placement kind. In other words, the 3D modelers have made a whole bunch of modules and structures than then is placed around the station (interior l/exterior) according to a predefined rule set. I'm guessing the textures are using PG too in some respect. Some of the might be "pure" PG and others are made up from pre-made texture assets that once again are placed according to rules.
 
Define details.

Since the stations are handmade constructs I guess most of the PG we see here is of the placement kind. In other words, the 3D modelers have made a whole bunch of modules and structures than then is placed around the station (interior l/exterior) according to a predefined rule set. I'm guessing the textures are using PG too in some respect. Some of the might be "pure" PG and others are made up from pre-made texture assets that once again are placed according to rules.

What I mean is every side of the Coriolis station the same and symmetrical or are they different? Are the "spires" and trenches on the outer surface randomized? Like generating a city that is wrapped around the station. But it looks like it's hand modeled. After watching the video again it's pretty apparent that certain features repeat across the outer surface.

PG for the surface would be overkill I guess ;) Looks awesome as it is.
 
I think they are using a tool called "Mr.PG"
you feed it with commands like

C:\create cool space station /f size=big; look=cool
or
C:\create immense space station /f size=immense; look=threatening

and bam, space station is created
 
Jack Booted Thug posted this great video of the Zelada Space Port space station.

I wonder if those surface details are procedurally generated? Or are they hand modeled? I mean not just different station modules mixed together but the detailed stuff on surface. Would be nice to get some dev info.

It looks great either way but it would be a great example of how procedural generation creates really nice and interesting details on large structures in comparison to hand modeling :)

That was the first thing to cross my mind when I saw that video. Many of the details on the surface of the station are repeated, but the effect is not repetitive - if you get my drift. It looks like a hand-crafted structure built using a stock of pre-fashioned modules, so if the module placement is procedurally handled it is a convincing piece of work.
 
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