Automap (indoor & dungeon) implementation
- Interkarma
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Re: Automap (indoor & dungeon) implementation
This looks incredible! Without looking at the PR yet, I honestly have no idea how you've accomplished this so cleanly.
I'm guessing you clip the water plane pixels in some way (maybe a depth check) to get those perfect filling shapes. It looks great whatever you've done. Look forward to reviewing and finding out how you did it.
I'm guessing you clip the water plane pixels in some way (maybe a depth check) to get those perfect filling shapes. It looks great whatever you've done. Look forward to reviewing and finding out how you did it.
- pango
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Re: Automap (indoor & dungeon) implementation
Yup, checking the height against water level in the fragment shader, and if it's below I mix in some blue in the albedo, nothing more.
The hardest part is that each dungeon block can have a different water height, so I used a property block to inject the water height in each renderer, without creating new materials:
http://thomasmountainborn.com/2016/05/2 ... rtyblocks/
The hardest part is that each dungeon block can have a different water height, so I used a property block to inject the water height in each renderer, without creating new materials:
http://thomasmountainborn.com/2016/05/2 ... rtyblocks/
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- pango
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Re: Automap (indoor & dungeon) implementation
I noticed that on my Linux box the map updates much faster using Vulkan API (-force-vulkan parameter) than with OpenGL (default).
However many mods do not work in Vulkan mode
On a totally different topic, I thought it would be a good idea to distinguish entrance and exit side of teleporters on the map, and I was about to experiment with changing their colors when I noticed that entrances were already supposed to be brighter than exits; However with lighting the different is not always obvious. Anyway, for accessibility it would be better if they could be told apart by something else than color...
However many mods do not work in Vulkan mode
On a totally different topic, I thought it would be a good idea to distinguish entrance and exit side of teleporters on the map, and I was about to experiment with changing their colors when I noticed that entrances were already supposed to be brighter than exits; However with lighting the different is not always obvious. Anyway, for accessibility it would be better if they could be told apart by something else than color...
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- Nystul
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Re: Automap (indoor & dungeon) implementation
whatever you come up with will be an improvement I guess
- pango
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Re: Automap (indoor & dungeon) implementation
So stay with simple geometric shapes, even if those are not standard Unity primitives anymore, I was thinking of something like this:
I guess it would be best to make prefabs out of those, however the more I try, the more obvious it is that I understand very little about the Unity Editor...
I guess it would be best to make prefabs out of those, however the more I try, the more obvious it is that I understand very little about the Unity Editor...
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When a measure becomes a target, it ceases to be a good measure.
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When a measure becomes a target, it ceases to be a good measure.
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- Nystul
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Re: Automap (indoor & dungeon) implementation
maybe 4 instead of 2 triangle-shaped objects pointing to center (for entrance) and away from center (for exit) from each direction, like this:
entrance:
exit:
maybe those in front of the ellipsoid shaped portals?
i will see if i can make a simple model in blender
update: something like this?
entrance:
Code: Select all
v
> <
^
Code: Select all
^
< >
v
i will see if i can make a simple model in blender
update: something like this?
- King of Worms
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Re: Automap (indoor & dungeon) implementation
That model is quite self-explanatory - Id say its good - if there is a need to differenciate the in/out more, than maybe "in" sign might be green and "out" might be red, just my 2c
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- King of Worms
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Re: Automap (indoor & dungeon) implementation
The update looks nice, Id just keep the visual language the same for in/out- meaning - Id either keep the arrows inside the portal in both cases, or outside the portal in both cases But thats just my nitpicking, and maybe its just better the way you did it anyway
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- pango
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Re: Automap (indoor & dungeon) implementation
Looking good to me.
I wonder if they'll be easy enough to distinguish at small sizes though, that's something that will need testing
I wonder if they'll be easy enough to distinguish at small sizes though, that's something that will need testing
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When a measure becomes a target, it ceases to be a good measure.
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- Nystul
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Re: Automap (indoor & dungeon) implementation
maybe with a bit larger triangles? like this:
quite busy atm, so I can change the graphics end of next week or I can send you a link to .obj or .fbx if you want to try it out, pango