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No foliage on climbable wall #14
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OK I've updated again a lot of files : 0.glb :
1.glb :
3.glb :
4.glb :
5.glb :
6.glb :
7.glb:
8.glb:
9.glb:
10.glb: 11.glb:
13.glb:
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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. |
if it is closed it should be flat and tight, no? |
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 ? |
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. |
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. |
Yes I agree, I will see if it's better with a bit more ambient and less point light |
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. |
well it looks like postprocessing so even if it impacts performance it is going to be optimized away by your optimizer, I guess ? |
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 ;) |
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. |
XD I love it, very suited in the area between the first camper and the waterfall. Are they animated ? |
crap, I thought so, but they arent. no matter, Ive found another low poly sheep that is: |
To be honest I prefer the second one anyway, I like the lazy face |
@felixmariotto another assets issue for you: glb 0 and 1 now have visible seam. you probably need some overlap there: |
@felixmariotto so, here is what the system looks like: 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: 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: 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: but maybe I will still make it smaller by 10-20% |
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 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.
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. |
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. |
I think it might be related to your recent 4.glb edit:
(at the bottom on the right)
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