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Adds Ocean Page #143

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Adds Ocean Page #143

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Hazado
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@Hazado Hazado commented May 17, 2022

This adds the Ocean page to required files to have it work in Relto.

Still WIP as its missing the ripples around the islands.

There is no in-game spot to acquire this page yet. Still trying to decide where to put it.

This was referenced May 17, 2022
@Hoikas Hoikas added enhancement New feature or request visual An issue or fix that is primarily visual subjective An issue or fix that is artistic or creative in nature labels May 18, 2022
@Hazado Hazado force-pushed the YeeshaPage27 branch 2 times, most recently from c11fc17 to 1930392 Compare May 18, 2022 04:51
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Hazado commented Aug 3, 2022

image
image
Some screenshots

@Hazado Hazado marked this pull request as ready for review August 3, 2022 17:06
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Hazado commented Aug 3, 2022

Ocean page does not have a physical in-game page yet.
Content is ready for use otherwise

@Deledrius
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Deledrius commented Aug 3, 2022

That's a really neat concept! The shores look good on the small islands.

The water "texture" itself appears to be quite stretched out in the provided screenshots. Is this an issue with the underlying mesh density?

Also: does this make the region off-island swimmable? If so, how far does this go?

@Hazado
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Hazado commented Aug 3, 2022

That's a really neat concept! The shores look good on the small islands.

The water "texture" itself appears to be quite stretched out in the provided screenshots. Is this an issue with the underlying mesh density?

Also: does this make the region off-island swimmable? If so, how far does this go?

Water texture is dynamic reflection of the sky, can only make it so good without destroying graphics cards and computers unfortunately.

Water for the small off-shore islands is too low to climb out on them.
The clock Island and one next to it you can climb onto.

It goes pretty far, ive got an invisible wall blocking from swimming too far out.

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Water texture is dynamic reflection of the sky, can only make it so good without destroying graphics cards and computers unfortunately.

The choppiness and stretching aren't based on the sky itself, though, as I recall that's an element of the waveset object. Is the mesh density not high enough near the shore, perhaps?

Water for the small off-shore islands is too low to climb out on them. The clock Island and one next to it you can climb onto.

That sounds excellent. :)

It goes pretty far, ive got an invisible wall blocking from swimming too far out.

Hmm, that's unfortunate. It's perhaps unavoidable with this addition, but that's precisely the reason the game had previously been designed very particularly to avoid invisible walls. The closest thing is the "lost in the dust storm" of Minkata, and it's heavily disguised there. There are no swimming areas that are not physically bounded specifically to avoid the "invisible wall" problem. I wonder if something more interesting could be used here? A distant ring of fog, similar to Minkata? Or the entire body of water mysteriously dropping off a waterfall at the extreme edge of the ring?

It would be a good idea to maintain the existing rules of gameplay and overall design when adding new content, even something that's mostly cosmetic like this. We risk a slippery slope of inconsistency if the extra effort is not made with our fan content additions.

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dpogue commented Aug 3, 2022

It goes pretty far, ive got an invisible wall blocking from swimming too far out.

Hmm, that's unfortunate. It's perhaps unavoidable with this addition, but that's precisely the reason the game had previously been designed very particularly to avoid invisible walls. The closest thing is the "lost in the dust storm" of Minkata, and it's heavily disguised there. There are no swimming areas that are not physically bounded specifically to avoid the "invisible wall" problem. I wonder if something more interesting could be used here? A distant ring of fog, similar to Minkata? Or the entire body of water mysteriously dropping off a waterfall at the extreme edge of the ring?

A current region that pushes back towards the main island, similarly to Ahnonay (before turning off the current)?

In any case, since this isn't accessible in MOULa right now, these sound like things that could be tweaked before it gets enabled, rather than merge blockers.

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A current region that pushes back towards the main island, similarly to Ahnonay (before turning off the current)?

A current isn't a bad solution, as long as it takes effect fairly close (within visibility range) of the main island.

If it's too far out it becomes hard to tell the avatar isn't moving without a frame of reference. Adding more islands for visual anchoring would suggest to the player that there's something out there to explore (unlike the Minkata craters which are communicated fairly clearly to the player as being visual filler), and that's misleading and disappointing.

since this isn't accessible in MOULa right now, these sound like things that could be tweaked before it gets enabled, rather than merge blockers.

I agree.

@Hazado
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Hazado commented Aug 3, 2022

A current region that pushes back towards the main island, similarly to Ahnonay (before turning off the current)?

In any case, since this isn't accessible in MOULa right now, these sound like things that could be tweaked before it gets enabled, rather than merge blockers.

That was my intentional.
I ran out of time on this current release.
What is included on this pull request is what is currently on MOULA.

My plan currently for this page is to add the water that pushes back in a ring around the edge and not leave it at the invisible wall.

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Understood! That sounds like a good plan. :)

Personal_District_psnlMYSTII.prp
[Scene Object - MoonGlow02] Added Coord interface "MoonGlow02"
[Scene Object - MoonGlow03] Added Coord interface "MoonGlow03"
[Scene Object - MoonRound02] Added Coord interface "MoonRound02"
[Scene Object - MoonRound03] Added Coord interface "MoonRound03"
[Scene Object - SkyHigh] Added Coord interface "SkyHigh"
[Scene Object - SunGlow] Added Coord interface "SunGlow"
[Scene Object - SunRound] Added Coord interface "SunRound"
[Layer - Map #737] Lightning changed to Two-Sided layer, due to being able to swim past the objects now
[Layer - Map #7370] Lightning changed to Two-Sided layer, due to being able to swim past the objects now
[Layer - Map #7371] Lightning changed to Two-Sided layer, due to being able to swim past the objects now
[Layer - Map #7373] Lightning changed to Two-Sided layer, due to being able to swim past the objects now
[Layer - Map #7374] Lightning changed to Two-Sided layer, due to being able to swim past the objects now
[Coord Interface - SkyHighStormy] Doubled the x/y/z to scale it double
[Coord Interface - SkyLow] Doubled the x/y/z to scale it double
[Coord Interface - MoonGlow02] New. Doubled the x/y/z to scale it double
[Coord Interface - MoonGlow03] New. Doubled the x/y/z to scale it double
[Coord Interface - MoonRound02] New. Doubled the x/y/z to scale it double
[Coord Interface - MoonRound03] New. Doubled the x/y/z to scale it double
[Coord Interface - SkyHigh] New. Doubled the x/y/z to scale it double
[Coord Interface - SunGlow] New. Doubled the x/y/z to scale it double
[Coord Interface - SunRound] New. Doubled the x/y/z to scale it double
[Draw Interface - MoonRound02] Add Vis Region "Page27_Oceans_OceanWSDummy" and "Page27_Oceans_OceanWSDummy02" to Regions
[Draw Interface - MoonRound03] Add Vis Region "Page27_Oceans_OceanWSDummy" and "Page27_Oceans_OceanWSDummy02" to Regions
[Draw Interface - SkyHigh] Add Vis Region "Page27_Oceans_OceanWSDummy" and "Page27_Oceans_OceanWSDummy02" to Regions
[Draw Interface - SkyHighStormy] Add Vis Region "Page27_Oceans_OceanWSDummy" and "Page27_Oceans_OceanWSDummy02" to Regions
[Draw Interface - SunRound] Add Vis Region "Page27_Oceans_OceanWSDummy" and "Page27_Oceans_OceanWSDummy02" to Regions
[Draw Interface - MoonRound02] Add Vis Region "Page27_Oceans_OceanWSDummy" and "Page27_Oceans_OceanWSDummy02" to Regions
[Drawable Span - Personal_psnlMYSTII_40000000_aBlendSpans6] Moved render level to 0x40000001 from 0x40000000. Bugs would render under the ocean.
[Cluster group - Cluster_Straw45_3] Adjust some of the grass due to it floating in mid air
[Cluster group - Cluster_Weeds_4] Adjust some of the grass due to it floating in mid air

Personal_District_psnlFanYeeshaPages01.prp
[Scene Node - Personal_psnlFanYeeshaPages01] Adds Scene Objects "Page24_Storm_ElectricalArc01New", "Page24_Storm_ElectricalArc02New", "Page24_Storm_ElectricalArc03New", "Page24_Storm_ElectricalArc04New", "Page24_Storm_ElectricalArc05New", "Page24_Storm_VisController", "Page27_Oceans_ClimbOutRegion01", "Page27_Oceans_ClimbOutRegion02", "Page27_Oceans_ClimbOutRegion03", "Page27_Oceans_ClimbOutRegion04", "Page27_Oceans_ClimbOutSlope01", "Page27_Oceans_ClimbOutSlope02", "Page27_Oceans_IslandWallCollision", "Page27_Oceans_OceanBarrier", "Page27_Oceans_OceanRefl", "Page27_Oceans_OceanWS", "Page27_Oceans_OceanWSDummy", "Page27_Oceans_OceanWSDummy02", "Page27_Oceans_SfxRegSenFeet_Dirt01", "Page27_Oceans_SfxRegSenFeet_Dirt02", "Page27_Oceans_SfxRegSenFeet_Pinnacle_Stone02", "Page27_Oceans_SfxRegSenFeet-Swim02", "Page27_Oceans_SfxRespFeet_Pinnacle_Stone03", "Page27_Oceans_SwimDetectRegion01", "Page27_Oceans_SwimDockExitSeekPOS1", "Page27_Oceans_SwimDockExitSeekPOS2", "Page27_Oceans_SwimDockExitSeekPOS3", "Page27_Oceans_SwimDockExitSeekPOS4", "Page27_Oceans_SwimSurfaceCenter", "SurfacePatch", "IslandButteSkirtPatch", "Page06_Dock_VisController", and "Page07_Islands_VisController"
[Scene Object - Page27_Oceans_OceanWSDummy02] Adds Python File Mod "cPythYeeshaPage27 - Ocean On" to modifiers
[Scene Object - Page27_Oceans_OceanWSDummy] Adds Python File Mod "cPythYeeshaPage27 - Ocean On" to modifiers
[Scene Object - Page27_Oceans_OceanWS] Adds Python File Mod "cPythYeeshaPage27 - Ocean On" to modifiers
[Page27_Oceans_OceanRefl] Adds Python File Mod "cPythYeeshaPage27 - Ocean On" to modifiers
[Page27_Oceans_SwimDetectRegion01] Adds Python File Mod "cPythYeeshaPage27 - Ocean On" to modifiers
[Page27_Oceans_SwimSurfaceCenter] Adds Python File Mod "cPythYeeshaPage27 - Ocean On" to modifiers
[Page27_Oceans_WaterSwimCameraRegion01] Adds Python File Mod "cPythYeeshaPage27 - Ocean On" to modifiers
[Page27_Oceans_ClimbOutSlope01] Adds Python File Mod "cPythYeeshaPage27 - Ocean On" to modifiers
[Page27_Oceans_ClimbOutSlope02] Adds Python File Mod "cPythYeeshaPage27 - Ocean On" to modifiers
[Page27_Oceans_ClimbOutRegion01] Adds Python File Mod "cPythYeeshaPage27 - Ocean On" to modifiers
[Scene Object - Page27_Oceans_SwimDockExitSeekPOS1] Renamed from Page27_Oceans_SwimDockExitSeekPOS
[Scene Object - Page24_Storm_ElectricalArc01New] New Object to fix visible paneling for Lightning strikes
[Scene Object - Page24_Storm_ElectricalArc02New] New Object to fix visible paneling for Lightning strikes
[Scene Object - Page24_Storm_ElectricalArc03New] New Object to fix visible paneling for Lightning strikes
[Scene Object - Page24_Storm_ElectricalArc04New] New Object to fix visible paneling for Lightning strikes
[Scene Object - Page24_Storm_ElectricalArc05New] New Object to fix visible paneling for Lightning strikes
[Scene Object - Page27_Oceans_OceanBarrier] New Object that prevents swiming too far out
[Scene Object - Page27_Oceans_SwimDockExitSeekPOS4] New object that adds climb out point
[Scene Object - Page27_Oceans_ClimbOutRegion04] New object that adds climb out region
[Scene Object - Page24_Storm_VisController] Hides old Lightning panels. Was too difficult to remove them from existing drawable span without causing issues
[Scene Object - SurfacePatch] Adds new object that covers whole in relto island that is visible with being able to swim around the island
[Scene Object - IslandButteSkirtPatch] Adds new object that covers whole in relto island that is visible with being able to swim around the island
[Scene Object - Page06_Dock_VisController] Hides climb out points when the dock is not active
[Scene Object - Page07_Islands_VisController] Hides the climbout collisions around second island near clock island when Islands page is not active
[Coord Interface - Page27_Oceans_SwimDockExitSeekPOS1] Owner renamed
[Coord Interface - Page26_VeeTsahSky_SkyHighStormy] Doubled X/Y/Z to enlarge swimmable area
[Coord Interface - Page27_Oceans_SwimDockExitSeekPOS4] New
[Coord Interface - Page27_Oceans_ClimbOutRegion04] New
[Coord Interface - SurfacePatch] New
[Coord Interface - IslandButteSkirtPatch] New
[Draw Interface - Page26_VeeTsahSky_MoonRound02] Add Vis Region "Page27_Oceans_OceanWSDummy" and "Page27_Oceans_OceanWSDummy02" to Vis Regions
[Draw Interface - Page26_VeeTsahSky_MoonRound03] Add Vis Region "Page27_Oceans_OceanWSDummy" and "Page27_Oceans_OceanWSDummy02" to Vis Regions
[Draw Interface - Page26_VeeTsahSky_SkyHighStormy] Add Vis Region "Page27_Oceans_OceanWSDummy" and "Page27_Oceans_OceanWSDummy02" to Vis Regions
[Draw Interface - Page26_VeeTsahSky_MoonRound02] Add Vis Region "Page27_Oceans_OceanWSDummy" and "Page27_Oceans_OceanWSDummy02" to Vis Regions
[Draw Interface - Page26_VeeTsahSky_MoonRound02] Add Vis Region "Page27_Oceans_OceanWSDummy" and "Page27_Oceans_OceanWSDummy02" to Vis Regions
[Draw Interface - Page26_VeeTsahSky_MoonRound02] Add Vis Region "Page27_Oceans_OceanWSDummy" and "Page27_Oceans_OceanWSDummy02" to Vis Regions
[Draw Interface - Page24_Storm_ElectricalArc01New] New
[Draw Interface - Page24_Storm_ElectricalArc02New] New
[Draw Interface - Page24_Storm_ElectricalArc03New] New
[Draw Interface - Page24_Storm_ElectricalArc04New] New
[Draw Interface - Page24_Storm_ElectricalArc05New] New
[Draw Interface - SurfacePatch] New
[Draw Interface - IslandButteSkirtPatch] New
[Sim Interface - Page27_Oceans_OceanBarrier] New
[Sim Interface - Page27_Oceans_ClimbOutRegion04] New
[Logic Modifier - Page27_Oceans_RegSens-ClimbOut04_Enter] New
[Gen Physical - Page27_Oceans_OceanBarrier] New
[Gen Physical - Page27_Oceans_ClimbOutRegion04] New
[Drawable Span - Page27_Oceans_40000000_ABlendSpans] Render level changed to 0x40000001, Redid some triangles to eliminate visible lines in ocean env map
[Drawalbe Span - Page27_Oceans_40000004_ABlendSpans] Unneed Material removed, Unneed Icicles removed
[Drawable Span - Page24_Storm_80000000_2BlendSpans] New Lighting Panel drawable span, needed to be seperated because they were on the wrong render level and could cause the alpha to become visible when objects where behind it
[Drawable Span - Personal_Patch_00000000_0Spans] new Drawable span for objects to fix hole in island
[One Shot Mod - Page27_Oceans_OneShot-ClimbOut_4] New
[Responder Modifier - Page27_Oceans_Resp-ClimbOut04] New
[Python File Mod - cPythYeeshaPage27 - Vis Controller] Adds various objects that need to be hidden when Ocean page is active
[Python File Mod - cPythYeeshaPage24 - Vis Controller] Hides Old Lighting Objects
[Python File Mod - cPythYeeshaPage06 - Vis Controller] Hides Climb Out sections for dock when Dock Page isnt active
[Python File Mod - cPythYeeshaPage07 - Vis Controller] Hides Climb Out sections for island near clock when islands page isnt active
[Volume Sensor Conditional - Page27_Oceans_RegSens-ClimbOut04_Enter] New
[Interface Info Modifier - Page27_Oceans_ClimbOutRegion04] New
[Object in Volume And Facing Detector - Page27_Oceans_RegSens-ClimbOut04_Enter] New
[Wave Set 7 - Page27_Oceans_OceanWS] TexState MaxLen changed to 25, Env Refresh Radius set to 5000, Removed Log Bouys as they floated still when the ocean was hidden
[Dynamic Env Map - Page27_Oceans_OceanWSEnvMap_DynEnvMap] Hide characters from reflecting in ocean
[Dynamic Cam Map - Page27_Oceans_OceanReflEnvMap_DynEnvMap] Hide characters from reflecting in ocean

YeeshaPageGUI
[Scene Node - GUI_YeeshaPageGUI] Adds Scene Object "YeeshaPage27-Ocean"
[Scene Object - YeeshaPage27-Ocean] New
[Mipmap - xYeeshaPageOcean.dds] New
[Layer - Map #733024] New
[Material - sketchOcean] New
[Coord Interface - YeeshaPagePlane] Add Scene Object "YeeshaPage27-Ocean" to children
[Coord Interface - YeeshaPage27-Ocean] New
[Draw Interface - YeeshaPage27-Ocean] New
[Drawable Span - GUI_YeeshaPageGUI_10000008_0BlendSpans] Added Ocean page
[Layer Animation - Map #733024_Anim] New
[GUI Dialog mod - YeeshaPageGUI] Added GUI Button Mod "GUIYeeshaPageBtn27" to Controls
[GUI Button Mod - GUIYeeshaPageBtn27] New

GUI_District_BkBookImages.prp
[MipMap - xYeeshaPageOcean.dds] New
[Image Lib Mod - StandardBookImageLib] Added MipMap "xYeeshaPageOcean.dds"
Include shading fix for cleft book
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4 participants