Product Chat / Skybox transitions?

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!nullptr
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Posted: 13th May 2015 06:37 Edited at: 13th May 2015 06:41
I thought I'd post 3 screenshots from a current concept development to add some impetus to this request by showing why I am *desperately* in need of this ability (as I suspect many others are). OK. Not desperate but really, really keen

These 3 shots were taken whilst using a custom day/night script I have spent days on and only by using a manual change (Tab:Tab) can I get the effects I am *really* after. My entire project is wrapped around this ability. I took a quick look to see if it was in the plans but couldn't find a definitive answer despite lots of requests.

Does anyone know? Will we see it?
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JC LEON
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Posted: 13th May 2015 09:24
great shots ...really great!!!are these custom terrain textures?? second shoot is great!!!

day/night cycle in on the to do list ..but atm maybe the world script can acheive that..try into script section
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DVader
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Posted: 13th May 2015 09:37
I asked for a way to fade one skybox into another quite some time ago but so far nothing seems to have been done yet. Probably a performance and memory hit so not been looked at seriously yet. Still, would be much better. A way to move the sun in game would also make a day night cycle more realistic, as long as you stick to real time and not baked effects.

One way to achieve this of course would be to have your own sky-box or sky-boxes that you can show or hide when needed, but not sure how GG would work with that, but I'd start with that method myself, if I were trying to get a cool day/night cycle effect.


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3com
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Posted: 13th May 2015 09:47
Yeah, script can sort this issue, but As Dvader said above, the script should comes with a skies image cycles, like a gif file, to be realist. And of ourse the sun/moon should to move like in real life.

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unfamillia
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Posted: 13th May 2015 09:59
Would the best way to achieve this be:

Change the skybox model (currently a large cube) for a skysphere (large ball), then animate this to rotate on a particular axis. If you applied two different skysphere images to it; one night and one day, they would eventually spin into view.

Just an idea.

Cheers

Jay.




!nullptr
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Posted: 13th May 2015 10:17
Quote: "great shots ...really great!!!are these custom terrain textures?? second shoot is great!!!"

Thanks mate. The terrain is a combination of 5 different terrain packs and I spent a considerable length setting who was who to get "that" look.

And yes guys. Scripted transition is probably the only way (I can think of) and let's face it, if GG is supposed to ultimately be "RPG" class then day/night ability - which includes skybox transition/fade (in addition to dynamic light source for sun/moon) is going to be a must.

atm, I just need to know if it's even in the plans because I'm tied to the whole concept. This project is story/puzzler/survivor (with snatches of fps) and the whole "environmental" thing is a core element.
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!nullptr
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Posted: 13th May 2015 10:23
Quote: "Change the skybox model (currently a large cube) for a skysphere (large ball), then animate this to rotate on a particular axis. If you applied two different skysphere images to it; one night and one day, they would eventually spin into view. "

This would work but I'm thinking it's easier (and more flexible) to do transition fade with a dynamic light source. The light source is readily coded (and independent of the box) and simply needs a box transition call (from a list of boxes) when we need it.

That would actually provide far more options over the period of gameplay because you might want cloud/overcast and then (fade to) sunny and back to cloudy etc. and then night clear/cloudy for example.
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DVader
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Posted: 13th May 2015 13:55
Yes, it would be nice but I haven't heard of any definite plans to introduce this yet. I certainly wouldn't put too much work into a project that absolutely needs it myself. All it needs is a choice of 2 sky boxes and a way to change the alpha/opacity of the inner one on the fly.


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3com
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Posted: 13th May 2015 16:59
Quote: "This project is story/puzzler/survivor (with snatches of fps) and the whole "environmental" thing is a core element."

I though in a game like this when zombies comes, based in a movie I had seen ago time, where the zombies are active only in the night, and player has to do all their missions on the day, but be sure the night does no found you, in unsafe side, or you are die. I fact I'm working in my terror house, style "Alone In the dark" .
Although I am a bit stuck because a door does not open in GG, even it does in Max. Using door.lua + key.

And yes day/night cycle is most important here, but it will come one day or another.

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HarryWever
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Posted: 13th May 2015 19:17
Quote: "Although I am a bit stuck because a door does not open in GG, even it does in Max. Using door.lua + key. "


I know some of max. do you need a bit of help.Maybe i can help you.

Harry
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3com
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Posted: 13th May 2015 20:28
Quote: "I know some of max. do you need a bit of help.Maybe i can help you."


Thanks A lot, I pm you.

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DVader
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Posted: 13th May 2015 21:18
You are using the same animation frame range for your anim as the standard doors? As long as it is exported with the animation data it should work okay. Not used max in some time now, but very much doubt there is any problem with .x export. Just make sure you export animation data when saving your .x model and anims should work okay.


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!nullptr
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Posted: 13th May 2015 21:22
Quote: "All it needs is a choice of 2 sky boxes and a way to change the alpha/opacity of the inner one on the fly."

Ultimately, yes, this would keep me working with GG if it came down to it. I just keep thinking there is so much more possible here, but, admittedly, some of my wants are outside the "simplicity" scope and as such may never see the light of day.

I like using GG, it has a certain development appeal to it and I'd hate to abandon it. At worst it's proving to be a great concept tester so I shouldn't complain for the price.
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3com
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Posted: 13th May 2015 21:42
Quote: "You are using the same animation frame range for your anim as the standard doors?"

Using 50 frames anim. And it work ok in Max.
I've exported using Bond1 pluging.
I've exported animation + materials.
I assure to set 50 frames in Bond1 exporter panel.

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DVader
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Posted: 13th May 2015 21:57
I normally don't export the materials data, just the uv and anim data. I used to use panda export in Max, never used Bond's. I use Blender these days so things may have changed somewhat.


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3com
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Posted: 15th May 2015 16:11
Awesome HarryWever!!!
It work like a charm. Thanks a lot for your help.
Now I can continue with my terror house model. Need to make fisture models, working in curtains models.

Very soon the player will need much ingenuity to escape alive from the house, and this is not very pleasant place.
Many doors and keys, puzzles and missions to achieve, to open them.

Definitely, the Hathaway's manor is not a place to relax.

3com
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HarryWever
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Posted: 15th May 2015 18:21
Your welcome.

Cheers
Harry
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