Adding time of day properties to flats

Discuss coding questions, pull requests, and implementation details.
User avatar
pango
Posts: 3347
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: Adding time of day properties to flats

Post by pango »

Beautiful indeed!
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

User avatar
King of Worms
Posts: 4752
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: Adding time of day properties to flats

Post by King of Worms »

Thanks guys!

I worked on it some more, added some soft lightning on the entrance black ceiling/walls (love the result tbh) , lightened up the left wall stones and darkened the right one, plus other adjustments to make the light feel more natural, yada yada...

oh and Ive added a bat as a test. Its used in the dung entrance as well, so this will be consistent with it. And I like glowing red eyes with emission maps..

Not sure about the iron gate tho, it might add some dept to scene, but it also covers up the view...

Latest version:
Spoiler!
095_0-0.png
095_0-0.png (386.81 KiB) Viewed 3754 times

User avatar
AlexanderSig
Posts: 324
Joined: Wed Jul 19, 2017 10:35 pm

Re: Adding time of day properties to flats

Post by AlexanderSig »

That looks amazing! :)

User avatar
King of Worms
Posts: 4752
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: Adding time of day properties to flats

Post by King of Worms »

Here are the promised day night version both with emission maps
day night project.rar
(1.25 MiB) Downloaded 163 times
PS: Can the dungeon exit object be made somehow taller? It would look better than now. Id say 25% taller... The closeup image was taken while crouching, and thats how I think it should look when you actually stand up. Just a idea to test..

"unfortunatelly" the iron gate must be in the image, because without it, the ingame presentation looks just completely off and without depth. There was a reason Ive added it there back than :)

Now the night version looks like this, Ive rearanged the bat and the moon to be at least partially visible... I might still improve on that. I just wanted to have it ready for Lacus to try to create the prototype... 1st image is with emission map, but without properties set in Unity (its now just a loose file) so again it will look slightly better when finalized, but thats how it looks ingame now

001.jpg
001.jpg (282.56 KiB) Viewed 3718 times
NIGHT 095_0-0.png
NIGHT 095_0-0.png (344.41 KiB) Viewed 3720 times

User avatar
jayhova
Posts: 923
Joined: Wed Jul 19, 2017 7:54 pm
Contact:

Re: Adding time of day properties to flats

Post by jayhova »

I was curious if there has been any progress on this.
King of Worms wrote: Thu May 02, 2019 2:05 pm
oh and Ive added a bat as a test. Its used in the dung entrance as well, so this will be consistent with it. And I like glowing red eyes with emission maps..
I feel that bat detracts from the visual impact. It's so beautiful.
Remember always 'What would Julian Do?'.

User avatar
King of Worms
Posts: 4752
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: Adding time of day properties to flats

Post by King of Worms »

Thanks, I hope Lacus will create the promissed prototype, thats why I even created all this.

User avatar
King of Worms
Posts: 4752
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: Adding time of day properties to flats

Post by King of Worms »

TheLacus wrote: Tue Apr 30, 2019 9:46 pm
King of Worms wrote: Mon Apr 29, 2019 9:50 pm Edit: just saw Lacus comment. So we need to add some script to the model properties. Some1 pls do it and I create night version of exit :))))
If you send me the textures i'll make a prototype :)
Just a reminder ,)

User avatar
jayhova
Posts: 923
Joined: Wed Jul 19, 2017 7:54 pm
Contact:

Re: Adding time of day properties to flats

Post by jayhova »

I'm just gonna pitch this one out there.
exit night.png
exit night.png (378.44 KiB) Viewed 3544 times
Less bright, 2 moons, gate is open so there is something in the foreground
Remember always 'What would Julian Do?'.

User avatar
TheLacus
Posts: 1305
Joined: Wed Sep 14, 2016 6:22 pm

Re: Adding time of day properties to flats

Post by TheLacus »

King of Worms wrote: Mon Jul 29, 2019 7:41 am
TheLacus wrote: Tue Apr 30, 2019 9:46 pm
King of Worms wrote: Mon Apr 29, 2019 9:50 pm Edit: just saw Lacus comment. So we need to add some script to the model properties. Some1 pls do it and I create night version of exit :))))
If you send me the textures i'll make a prototype :)
Just a reminder ,)
I made it but i met some issues with collisions of door replacement :(
We already have a component that adds support for custom building doors, but is not quite ready for dungeons. I meant to keep working on it but i got sidetracked. Thanks for reminder :)

User avatar
King of Worms
Posts: 4752
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: Adding time of day properties to flats

Post by King of Worms »

TheLacus wrote: Mon Jul 29, 2019 1:07 pm
King of Worms wrote: Mon Jul 29, 2019 7:41 am
TheLacus wrote: Tue Apr 30, 2019 9:46 pm
If you send me the textures i'll make a prototype :)
Just a reminder ,)
I made it but i met some issues with collisions of door replacement :(
We already have a component that adds support for custom building doors, but is not quite ready for dungeons. I meant to keep working on it but i got sidetracked. Thanks for reminder :)
Thanks Lacus, no worries mate, and no rush .)

@ Jayhova - Ad the opened gate... it will not work good ingame, the gate was added there to make it look reasonable, without it it looked downright wrong. Try looking at it ingame... It looks good on the paper, but..

Post Reply