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Re: [MOD] Vibrant Wind

Posted: Thu Oct 05, 2017 8:13 am
by Interkarma
This is really awesome! I can't wait to see how this looks once more 3D trees are in the world. Great work! :)

Re: [MOD] Vibrant Wind

Posted: Thu Oct 05, 2017 12:27 pm
by Jay_H
Ooooh, very very good stuff :)

Re: [MOD] Vibrant Wind

Posted: Tue May 01, 2018 9:29 am
by TheLacus
New version on first page :)

Re: [MOD] Vibrant Wind

Posted: Wed May 02, 2018 9:27 am
by King of Worms
Thanks! What is new if I may ask?

Re: [MOD] Vibrant Wind

Posted: Wed May 02, 2018 12:33 pm
by TheLacus
King of Worms wrote: Wed May 02, 2018 9:27 am Thanks! What is new if I may ask?
Nothing much, just upgraded compatibility and little tweaks.

Re: [MOD] Vibrant Wind

Posted: Thu Apr 11, 2019 1:25 pm
by King of Worms
Hi Lacus, one question

What are the various interpolation types?
Lerp, Sinerp, Coserp, Smoothstep

And what settings is considered a highest quality?

Re: [MOD] Vibrant Wind

Posted: Thu Apr 11, 2019 5:34 pm
by pango
King of Worms wrote: Thu Apr 11, 2019 1:25 pm What are the various interpolation types?
Lerp, Sinerp, Coserp, Smoothstep

And what settings is considered a highest quality?
It's not so much a question of quality than a question of different acceleration profiles;
  • Lerp (short for linear interpolation): movement will go at the same speed from start to finish. it's the cheapest to compute;
  • Sinerp; movement will slow down and the end ("ease out"), the position will change with time like a sin curve:
    Image
  • Coserp: movement will start slow ("ease in"), the position will change with time like a cos curve:
    Image
  • Smoothstep: both, movement will start slow, accelerate, then slow down near the end:
    Image
Images taken from https://chicounity3d.wordpress.com/2014 ... ike-a-pro/ that contains more details...

Re: [MOD] Vibrant Wind

Posted: Thu Apr 11, 2019 7:41 pm
by King of Worms
Thanks for the explanation!
Only sure thing is, that the grass should bend in a smoothstep motion, and thats how it is at default.
So I hope other values are set correctly as well, because I have no idea on how to set those.
In this case, I will have to believe that Lacus set everything right... considering he made this mod, I dont have a doubt about it ;)

Re: [MOD] Vibrant Wind

Posted: Fri Sep 20, 2019 12:25 pm
by jimfcarroll
I believe this mod is failing at the line in the following line:

https://github.com/TheLacus/vibrantwind ... ion.cs#L36

... because Tuple is ambiguous. It's defined in both System as well as DaggerfallWorkshop.Utility. I believe this can be fixed with a "using Tuple=..." (but I'm no C# expert).


Capture.PNG
Capture.PNG (12.22 KiB) Viewed 1605 times


It's possible there's something wrong with the dependencies on my system since I actually couldn't find the Tuple definition in System using Visual Studio but I reinstalled Unity (2018.2.21f1) from scratch, installed only that mod (and it's RealGrass dependency) and got the same thing.

EDIT: Is it possible the version of C#/.Net that Unity 2018.2.21f1 (I picked this version because a clean git clone of the codebase, when loaded into Unity Hub, identifies the project as being that version even though some of the DFU documentation says 2018.2.11f1) isn't correct with a fresh install?

EDIT2: Okay, I'm totally baffled by this. Unity 2018.2.21f1, Player settings, Scripting Runtime Version, is .NET 3.5. System.Tuple wasn't introduced until .NET4.0. When I bring VisualStudio up I don't get the same conflict. I'm going to ask over on the Developer forum. My apologies if I wasted anyone's time here.

Re: [MOD] Vibrant Wind

Posted: Sun Sep 22, 2019 11:53 pm
by jimfcarroll
If you have any interest in what was going on here, see this post. I think I figured it out. It's not your mod so feel free to skip it:

viewtopic.php?f=23&t=2742