Product Chat / GameGuru Command SetSunDirection

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Preben
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Posted: 7th Apr 2020 19:14 Edited at: 7th Apr 2020 19:18
Well @Lee is not the only one with some surprise features from this release, one little command that can change the look of you level like never before, something that has been on the way for some time now:

Lua Command:

SetSunDirection(xdir,ydir,zdir)

Well this sample script is not really anything you can use, but display a object that is set as a sun and shadows will follow it.




SetSunDirection(xdir,ydir,zdir) , im sure you (or any of our famous scripters around here) can figure out how to use it.

Now those sun rises will give you the correct shadow

Enjoy.

Attached script used in video:
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GubbyBlips
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Posted: 7th Apr 2020 19:20
MAN! Dudes, n stuff!
Wow, this is just radical. What we been needing.
Now, I can't harp on other shadows- just now, this is a GREAT start!

@ Preben.
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Loretta
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Posted: 7th Apr 2020 19:31
I love it! Really nice!
Thanks Preben!
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3com
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Posted: 7th Apr 2020 20:14
Thanks Preben, very good point.
Always grateful to get new goodies on LUA , to play with.
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synchromesh
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Posted: 7th Apr 2020 20:17
Whoa !! amazing !!
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 7th Apr 2020 20:22
Holy… this is so beautiful.

Thanks Preben.
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Posted: 7th Apr 2020 20:48
thanks.. man...
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Posted: 8th Apr 2020 00:52
@Preben
One of those moments when you are glad you stay with the GG!

Simply awesome.

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Posted: 8th Apr 2020 06:42 Edited at: 8th Apr 2020 06:43
Cool!

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Preben
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Posted: 8th Apr 2020 07:50
Thanks

BTW: If you want everything to be in shadow when the sun goes below the horizon you should set "terrainshadows=1" in setup.ini.
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Tarkus1971
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Posted: 8th Apr 2020 10:35 Edited at: 8th Apr 2020 10:42
Awesome work Preben, I have a question, is there any way of attaching this "sun" to the player to mirror his position, rotation and angle, to act like a sort of a flashlight, casting shadows..... just a thought, I have been playing with the commands but I can't see that this is possible, or am I wrong. Thanks in advance.
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Preben
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Posted: 8th Apr 2020 12:25
@Tarkus1971 , This code would point the shadow in the direction of the player camera.



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Posted: 8th Apr 2020 13:11
@Preben - Thank you I will test this a little later.
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Posted: 8th Apr 2020 13:31
Outstanding. Thank you.
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Tarkus1971
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Posted: 8th Apr 2020 14:03
Works very well, but not quite flashlight shadowing, but still an interesting effect. Nice one Preben.
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Posted: 8th Apr 2020 14:16
Now, if only we live on a planet with 9 Suns!
And some where spotlights...
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Duchenkuke
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Posted: 8th Apr 2020 16:58
@Preben, how can i stop the "sun" at a certain angle ?
smallg
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Posted: 8th Apr 2020 17:13 Edited at: 8th Apr 2020 19:34
nice
Quote: "im sure you (or any of our famous scripters around here) can figure out how to use it."

i see your script is just getting a random angle and adjusting it over time but i have no idea how it actually translates to a non-random position - i.e. setting an actual sun object which will cycle (starting at the desired time of day rather than random)

p.s. the command is not added to the global.lua
lua guide for GG
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Bored of the Rings
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Posted: 8th Apr 2020 17:32
awesome as usual Preben, will try this out on my new gear. many many thanks
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3com
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Posted: 8th Apr 2020 18:30
Quote: "p.s. the command is not added to the global.lua"

It does in the last build.
The idea to get night & day cycle with this tech is nice.

@ Preben
I have focused it more inwards, I have observed how light falls on objects and characters, and if this helps to create an atmosphere.
I added a few lines of code to your script to get a cold light, like moonlight, and I'm happy with the result

Thanks again.
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smallg
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Posted: 8th Apr 2020 19:17 Edited at: 8th Apr 2020 19:35
Quote: "It does in the last build. "

oh yes, i had the max global.lua open

Quote: "i see your script is just getting a random angle and adjusting it over time but i have no idea how it actually translates to a non-random position - i.e. setting an actual sun object which will cycle (starting at the desired time of day rather than random)"

ok got it - works great, thanks Preben


place down a sun as Preben did, make it always active = yes and give it this script
adjust
local speed = 4
local radius = 1300
to suit your scene
so speed is how fast it travels along the orbit and radius is how large the orbit is

note; it currently assumes you're starting at midday and the shadows will point towards the player's starting position
to adjust that change

where
PositionObject(g_Entity[e].obj, radius, 0, g_Entity[e].z)
tspeed = 0
is setting it to start at dawn, so
PositionObject(g_Entity[e].obj, 0, radius*0.75, g_Entity[e].z)
tspeed = 90
is midday (note the *0.75 is because the script automatically ellipses the sun to keep it more realistic)
PositionObject(g_Entity[e].obj, -radius, 0, g_Entity[e].z)
tspeed = 180
is dusk
^ tspeed is how far around it's circle the sun is - i.e. 0 ~ 360

origin.x, origin.y, origin.z = g_PlayerPosX, g_PlayerPosY, g_PlayerPosZ
should point to the location your sun is facing at map start - i.e. if the player marker is in the centre of the map it should work fine to use those values
lua guide for GG
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DVader
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Posted: 8th Apr 2020 19:48
At last a way to move the sun! Will be very popular I think
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Posted: 8th Apr 2020 20:05
Nice one smallg, thanks.
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Teabone
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Posted: 9th Apr 2020 01:59 Edited at: 9th Apr 2020 02:03
Thank you Preben

Here is what I've been able to achieve so far within a few hours of playing around:



What I've added, will provide lighting controls for the scene based on the location of the sun. Also adjustments to color at the atmosphere. When I get some free time I'd love to dive in further. In games like Skyrim, the overall night and day is about 20 realtime minutes = 1 hour in game.
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Posted: 9th Apr 2020 04:00
Looking real good. For the other issues that where there in the last update--
does everyone find they have been fixed?
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Duchenkuke
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Posted: 9th Apr 2020 06:24
Please ... how can I make the sun to stand still at a certain point ?
Preben
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Posted: 9th Apr 2020 10:33 Edited at: 9th Apr 2020 10:35
@Duchenkuke
Quote: "Please ... how can I make the sun to stand still at a certain point ?"


SetSunDirection(0.3846,0.307,0.307) -- this is where the default sun is placed in GG.
SetSunDirection(0.3846,0.107,0.307) -- This would make the sun get closer to the horizon (sun raise).

Just call the command SetSunDirection one time in your script and it will stand still at that position, you dont need any object or anything like that.

@Teabone Wow great one , just setting the sun a bit lower then normal can really make everything look way way better.
EDIT: Please change those trees to use the correct shader, would really give you a fps boost and also look way better

@smallg Great script , i did not see any _properties() inside it, this would be one good script to convert into Dynamic Lua , so you can change the sun position (settings) without changing any code , and not so many days left before the alpha , so ...
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Posted: 9th Apr 2020 14:27
Now we just need new sky domes with out a sun in it, that normally just sit there and do nothing inside the sky dome.
And then we need a big round fire ball as the sun, that will not cast a shadow by itself to use as the new sun , that can work nicely inside the sky domes radius.

Thank you Preben
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Duchenkuke
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Posted: 9th Apr 2020 16:25
Avenging Eagle
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Posted: 9th Apr 2020 17:28
Can the colour of the sun be changed dynamically over time? I know we could accomplish this with the surface RGB sliders but that changes everything in a scene, including interiors. It would be way more realistic to have the sun light change colour independently.

Quote: "Now we just need new sky domes with out a sun in it, that normally just sit there and do nothing inside the sky dome."


If something could write a shader that could fade between skybox/skysphere textures, that would be really helpful.

AE

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Posted: 9th Apr 2020 19:18
I dusted off an old rendering software I have that can create a sky based on real-world position, date, and time information. I managed to get 24 images out of it, one for each hour, and - with a bit of magic in After Effects - turned them into a 24-frame animation of a skysphere.

Not sure if this is helpful? At least they are sun-less skies.



(the original images are 1920 x 960, but downrezed for the gif)

AE
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Posted: 9th Apr 2020 20:46 Edited at: 9th Apr 2020 20:49
Pleasant unexpected surprise. This feature is inspiring for new maps and ideas.
Thank you so much more, devs !
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Avenging Eagle
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Posted: 11th Apr 2020 09:35 Edited at: 11th Apr 2020 09:36
OK so after a bit of work, I've got a prototype going that changes skyboxes once an 'hour' (every 15 degrees of travel) and changes sun surface RGB. Tricky to get the changing of colours right, and I've obviously messed something up because I have to manually reset the RGB values every time I start test game, despite writing a few lines that should handle that.

(Because of the work involved, I've only done the first 6 hours of the day)


Two things are holding this back; one is the aforementioned shader that would fade between skyboxes rather than solid changes as we have now. The second is that when a new skybox is loaded, the terrain disappears for one frame. If this can be fixed, it would be extremely helpful.

AE
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Posted: 11th Apr 2020 16:14
Excellent work. Now I could see people modeling clouds n stuff.
To move through the sky. They could be animated, multi-colored, etc.
How do you think that would look?

"I have to manually reset the RGB values every time I start test game,"
Do you mean after you EXIT test game, and go back to the editor, you
have to reset the colors? If I remember right, that does seem like a thing
back in the time I was fiddling with this. Shoulda been reported as a bug
so to get it fixed...
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Posted: 11th Apr 2020 17:13
Quote: "If I remember right, that does seem like a thing
back in the time I was fiddling with this. Shoulda been reported as a bug
so to get it fixed..."

You did not remember It was always like this.

@Any Developer
Is the _exit function fired when GG ends testgame?
Then we could simply store them in the _init function and reset them in the _exit.
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AmenMoses
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Posted: 11th Apr 2020 17:30 Edited at: 11th Apr 2020 17:31
No.

_exit only applies to characters and is called on death of the character.
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Mav3r1ck1981
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Posted: 11th Apr 2020 17:45
Forgive my naivety, but would it be possible to combine this script with a pulsing light to give more realistic shadows when torches/firefight is used? Or is that too specific a use for this script? Thanks in advance for any thoughts on this
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3com
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Posted: 11th Apr 2020 18:43
Then store the information in the pre-exit event of a character and kill it when necessary. LOL
Now seriously, just as AM points out the function only works with characters, apparently it does not work as the end of a function but rather as the way to remove an entity from GG's internal inventory.

@ Mav3r1ck1981
Right now it is not possible since there seems to be a bug with the lights and some scripts; I myself into doing what you say but with a flickering/waving light bulb.
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GubbyBlips
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Posted: 12th Apr 2020 05:17
I think Mav3r1ck1981 had a pretty good idea--
Even though there's just one sun ((at the moment!))
to have dimming effects with the sun light itself (but then there's all those
options in lua that adjusts the visual settings), but I don't know if they are
very friendly with shadows-- ie do they help enhance shadows much?
IE2 do they attribute the localized effects? Meh...
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Earthling45
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Posted: 18th Apr 2020 16:07 Edited at: 18th Apr 2020 16:08


Is it an egg?
Well no, it is my first attempt at making a decal for the sun.

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bluemeenie195
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Posted: 18th Apr 2020 18:36
The decal looks good Earthling45
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Earthling45
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Posted: 18th Apr 2020 20:04
Thanks, for a first attempt it is ok but a bit to sharp so i'm going to make another alpha to start with.
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Posted: 18th Apr 2020 21:17
Here's mine.





Getting there...

AE
Earthling45
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Posted: 18th Apr 2020 22:02
Yes, that really looks good A/E.
Teabone
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Posted: 18th Apr 2020 23:52 Edited at: 18th Apr 2020 23:52
Those look quite nice
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Posted: 19th Apr 2020 00:07
Quote: "Here's mine."

great work AE.. does this will include into your upcoming volumetric decal pack?
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Avenging Eagle
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Posted: 19th Apr 2020 00:33
Quote: "great work AE.. does this will include into your upcoming volumetric decal pack?"


Yes

AE
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Posted: 19th Apr 2020 09:50
Quote: "Yes "


cool great.. do you paln even more packs in future maybe dedicated to particles et similar?
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Preben
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Posted: 22nd Apr 2020 11:35
Here is my sun , free for all , download link on YouTube page



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