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Cave whiteboxing #475
Cave whiteboxing #475
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Only the Cave scene included, not the exterior Path, located in the Whiteboxing>Community>Mountain_Cave folder.
I really like your whiteboxings! :D I can see what you're doing with the level design, clever stuff. However, due to a bunch of things I can't use the cave as it is, I will need to remake it (but maybe not from scratch). So I'll take some time to cleanup the scene before you see it in game, but for now, good work! |
Sounds good, show me your masterplan and then I will adapt it to what we have.
That is fine, the only thing is that I believe it would be good if you turn around and you see the exit and you recognise it takes you back to town - even if it's in the distance. This way you are not lost. Otherwise, you get dropped in the middle of a lot of rocks and it's like... "How am I here now?!" And yes, anytime you can send them. I'll be waiting then :) |
…ene B) Scene A is the previously commited Cave scene with the addition of the path and a better asset grouping. Scene B is the Cave scene reduced and some path additions arranged to fit in the base scene provided in the Locations folder. Also included both scenes' NavMeshes.
…project-1 into CaveWhiteboxing
Hello, I've just commited the two scenes (with no Lightmaps yet, sorry). I did the changes mentioned above: hid the stalactites, replaced the "Rock_Proto" assets with the BigRocks2 prefabs with the Replace tool (fancy tool!), tried to create some better(?) rock chunks and tried to align the cave with the path both in my initial proposal (SceneA: PathAndCave scene) and your base scene (SceneB: PathAndCave_reduced scene). My playthrough of SceneA lasted 2.5 minutes. Here is the proof (quality is bad though: https://vimeo.com/574824067) I agree with your note on entering the path and seeing the exit, we could keep a little bit of both? As for the conflicting files, they were 100% not there earlier yesterday. I noticed they appeared after a new push in main from Chema that I haven't yet merged in my branch so that's why these conflicts emerged? Still, not sure. Should I try to merge main back in my branch and see if they insist? (I am still cautious and not very confident with GitHub, but I def haven't made nor included any changes on these unrelated files worry not). By the way, the second commit which says Merge branch "CaveWhiteboxing" was done automatically. I was prompted to push and pull at the same time. |
Merged main into my branch again and made sure I have kept the modified files from main seemed to have solved the problem (I think). It's weird though, since I didn't touch those files. I guess this has something to do with scene dependencies? |
Git can be hard to deal with sometimes, and we're working recklessly :D (since the communication is deferred and delayed).
No, that's not possible. The commit shows changed lines in scripts, etc. It's the result of some wild merge.
Unfortunately no. If you check the changed files at the top, you'll see there's 86 files and among them many scripts. So you're done on it? |
Yes I am done, it's the commit above where I created the PathAndCave and PathAndCave_reduced scene. Would it be better if I just make a new branch, up to date with main and do a new PR with those 2 scenes to avoid any confusion? |
No, it's ok, I can take care of it. 👍🏻 |
Rough prototype (still WIP?). Everything is in the Mountain_Cave folder on the Whiteboxing>Community folder. Not very experienced with NavMesh, you might find irrelevant stuff in there :) I also included the PressurePlate scripts made from @pointfivetee who posted his work on the Pressure Plates Thread on the forum, since I still use them in the scene. They are located in a sub-folder called PressurePlate, just in case! Cheers.