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No foliage on climbable wall #14

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makc opened this issue Apr 27, 2020 · 28 comments
Closed

No foliage on climbable wall #14

makc opened this issue Apr 27, 2020 · 28 comments

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@makc
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makc commented Apr 27, 2020

I think it might be related to your recent 4.glb edit:

Screen Shot 2020-04-28 at 0 03 44
(at the bottom on the right)

@felixmariotto
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OK I've updated again a lot of files :

0.glb :

  • closed cave entrance tunnel for shadows
  • flipped some faces in the big house roof
  • closed all bottom of roof, so when seen from bottom (when jumping), we don't see the sky

1.glb :

  • corrected a tree trunk color
  • closed the tent
  • corrected a plant texture map in the field
  • closed cave entrance for shadows
  • closed openings in terrain meshes through which players could see the skybox

3.glb :

  • closed the tent

4.glb :

  • fixed my mistake that you mentioned above

5.glb :

  • elongate the lowest part of the river because skybox was visible from on point at the top right
  • close tent
  • close inside cave entrance

6.glb :

  • close bottom of volume in front of big waterfall, for shadow

7.glb:

  • close little hole in terrain
  • close tent

8.glb:

  • close tent
  • close cave gate for shadow

9.glb:

  • close tent
  • close cave gate for shadow

10.glb:
-close cave gates for shadow

11.glb:

  • close tent

13.glb:

  • close tents
  • close dev house gate for shadow
  • fix faces normal on dev home house
  • add plane under the roof so one can't see the sky from the bottom

@felixmariotto
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It was a lot of little issues with the map that I've been wanting to fix for some time, especially the light in the cave gates was very annoying.

@makc
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makc commented Apr 28, 2020

0.glb :
closed cave entrance tunnel for shadows

not sure if you mean what I think you do, but I can still see the sky there on super-wide angles:
Screen Shot 2020-04-28 at 19 20 14

but probably noone is playing at these angles, so it is ok.

@makc
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makc commented Apr 28, 2020

close tent

I tried to work around this by duplicating the triangles inside the tents and flipping their normals:
Screen Shot 2020-04-28 at 19 26 50
Screen Shot 2020-04-28 at 19 27 09
however, it has the same shadow problem as double-sided materials on characters, and also closing the tent makes it look like there may be some stuff like supplies etc, while you can see the tent is empty if it is open, so yeah - good idea :)

@felixmariotto
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I mean this :
2020-04-28_192734
Before there was nothing here, so the light came through. After the dash I closed completely like you suggest though, because the sky was visible even without wide angle.

@makc
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makc commented Apr 28, 2020

...except this thing does not really look like a tent now :D what is this, looks like a stone wrapped into the tent
Screen Shot 2020-04-28 at 19 27 09
Screen Shot 2020-04-28 at 19 37 00

@makc
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makc commented Apr 28, 2020

if it is closed it should be flat and tight, no?

@felixmariotto
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Yeah you're right I will update this. Maybe it's better if I add a black line like a zip don't you think ?

@felixmariotto
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2020-04-28_193911
I've shaded smooth the faces of the hero and the lady

@felixmariotto
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And check out the things I've done with the caves light and the limit plane. I don't know now it's maybe too dark, let me know what you think.

@makc
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makc commented Apr 28, 2020

Well it sort of makes sense that it is dark in there, but if we go by the sense, it should be way darker and the hero needs a torch or something to even see anything. and, I liked the previous lighting better, not so much because it was brighter but because it had less contrast.

@felixmariotto
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Yes I agree, I will see if it's better with a bit more ambient and less point light

@makc
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makc commented Apr 28, 2020

funny how even fog used to light up the shadows - see it kicking in around the mine shaft entrance in the back:
Screen Shot 2020-04-28 at 19 58 19
vs current version:
Screen Shot 2020-04-28 at 19 57 35

Btw, maybe instead of hacking emissive params just add the point light to the edelweiss? If you do that, the cave lighting for 1st cave might solve itself, but you probably need to disable shadws on the edelweiss itself

@felixmariotto
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felixmariotto commented Apr 28, 2020

I've changed the values, now it looks much like it did before, but without the problem of the fog shading the "cutting plane" of the cave
2020-04-28_210705
2020-04-28_210813

@felixmariotto
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felixmariotto commented Apr 28, 2020

by the way I've seen this shader by mugen, do you think it would impact performance a lot if we used it for the see and the river and waterfalls ? At the end he added a waterfall, it's sick.

@makc
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makc commented Apr 28, 2020

well it looks like postprocessing so even if it impacts performance it is going to be optimized away by your optimizer, I guess ?

@felixmariotto
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Yes, I will try to add his shader later.
I've updated the tents again, I think I will not update the map files for a while now, so you can safely add your boats and water cartridges if you want =P
2020-04-28_223809

@makc
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makc commented Apr 28, 2020

I think if you bump his thread and ask how to wrap his shador into ShaderPass he might do like 50% of the job for you ;)

@makc
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makc commented Apr 28, 2020

I think I will not update the map files for a while now, so you can safely add your boats

I think I will actually re-do the way glb-s are loaded in my fork, so that different people would not have to change each other glb-s.

@makc
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makc commented Apr 29, 2020

re-do the way glb-s are loaded in my fork

Oh man, this is going to be super-awesome. Too bad I cant finish this today, as I have some real work to do, but this is really going to be the best thing since sliced bread, at no cost whatsoever :) Cant wait to add these guys all over the place:

Screen Shot 2020-04-29 at 14 07 00

@felixmariotto
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XD I love it, very suited in the area between the first camper and the waterfall. Are they animated ?

@makc
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makc commented Apr 29, 2020

Are they animated ?

crap, I thought so, but they arent. no matter, Ive found another low poly sheep that is:

Baah
Screen Shot 2020-04-29 at 16 15 47

@felixmariotto
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To be honest I prefer the second one anyway, I like the lazy face

@makc
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makc commented Apr 30, 2020

@felixmariotto another assets issue for you: glb 0 and 1 now have visible seam. you probably need some overlap there:
Screen Shot 2020-05-01 at 0 13 19
Screen Shot 2020-05-01 at 0 14 28

@makc
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makc commented May 1, 2020

@felixmariotto so, here is what the system looks like:

Screen Shot 2020-05-01 at 21 41 50

you just create new inert cube, and put the glb url in its tag. the glb is then loaded. you can move the cube around, and the model will follow. I hacked ?r= parameter in, too, to rotate it around vertical axis in case you load multiple instances of the same asset:

Screen Shot 2020-05-01 at 21 42 24

that is it, you now have perfectly collidable object, if you save the json. also you can now quit debug mode and play as you would normally:

Screen Shot 2020-05-01 at 21 42 51

you can see how with this you can have a bunch of assets that you could just add where ever, without editing main glbs. rocks, trees, tables, statues, whatever. you could even add another old lady that will not talk to you.

unfortunately there is some bug that duplicates these objects when you go in/out the caves, so I cant commit yet. but I will soon :)

hmmm can sheep even be that big? should I scale them down 🤔 looks fine around the gnome:
Screen Shot 2020-05-01 at 22 00 33

but maybe I will still make it smaller by 10-20%

@felixmariotto
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also you can now quit debug mode and play as you would normally

Awesome. I found that the debug mode is especially useful for teleporting, but when you want to play to have a look at how your map looks like, it's better without the "matrix" grid.

I hacked ?r= parameter in, too, to rotate it around vertical axis in case you load multiple instances of the same asset

I see what you mean. but would you mind adding an input tag above the "OK" so the user can input angles in degrees (and scale scalar maybe) ? Because even though personally I would get away with this parameter, I don't think ultimately players will get the hang of it.

hmmm can sheep even be that big?

I think it's fine, for me the hero is a child anyway. I don't know if you noticed but my avatar at the top is much bigger that the hero ! I don't bother too much about this.

@makc
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makc commented May 1, 2020

Screen Shot 2020-05-02 at 0 23 00

made it 20% smaller, I think Im going to leave it at that. now to find the bug....

my avatar at the top is much bigger that the hero

well you are sitting there, which is why I did not notice.

adding an input tag above the "OK" so the user can input angles in degrees (and scale scalar maybe)

it does make sense what you are saying. at the moment I use the same dialog for tiles and cubes, so I am a bit lazy about this. but then, if you backport this system, you are free to enhance it ;)

the "matrix" grid

Ive got tired of this matrix effect that I added as a one time joke, but when I tried to replace it with solid fills again, it looked even more "in the way", so that is how I kept it for so long:
Screen Shot 2020-04-19 at 13 36 29
Screen Shot 2020-04-19 at 13 37 18

@makc
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makc commented May 2, 2020

ok, so these changes are live now.

btw, the whole thing now is a bit of a mess because it has to support both this new system and an old system where a fixed number of assets was preloaded for npcs/bonuses. if you get rid of that one in favor of new system (with the mapping from existing tags to glb urls hardcoded somewhere in the code), you would get an ability to add npcs or bonuses at will, including the caves.... unlike right now where you could remove npc and add it back, but not add more than there was originally.

p.s. for me it also seems to fix the bug where you would start the game and see npcs hanging in the air, and then the level eventually appearing beneath them.

@makc makc mentioned this issue May 3, 2020
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