Destinations

Destinations

Beach Sunset
40 kommentarer
Vic DeLeon 27. sep. 2017 kl. 14:01 
Sweet man thank you I will try to get it going in my map
Rectus  [ophavsmand] 27. sep. 2017 kl. 13:38 
There is no proper water support built in. I use a script to apply physics impulses to simulate buoyancy and drag when something goes under the water level. Here is the latest version (not sure if it works with the old Destinations version): https://github.com/Rectus/destinations_range/blob/master/scripts/vscripts/beach/map_scripts/beach.lua

Just setting it as you map script should make anything below z = 0 act as water. It uses some custom particle effects for splashes.
Vic DeLeon 27. sep. 2017 kl. 13:13 
Hey Rectus where did you find info on how to set up the buoyancy to the water surface? I'm trying to do this for a map we will be releasing soon and can't find anything about it.
Rectus  [ophavsmand] 16. apr. 2017 kl. 1:06 
I set up procedural materials using Cycles and the node system. There are several procedural texture inputs avalable, and the node system allows you to mix and modify them in many different ways. To bake it, I just assigned the material to a U/V mapped plane.
Rymd 15. apr. 2017 kl. 17:06 
How do you generate textures thru blender ?

I didnt know you could bake diffuse from nothing
Rectus  [ophavsmand] 1. feb. 2017 kl. 14:19 
Updated to fix the water, although I can't get it to look nearly as a good as before.
Cargo Cult  [udvikler] 16. dec. 2016 kl. 17:23 
Forgot to thank you for the watery inspiration - this scene, along with ToitagL's Corsica scene, were definitely in my mind when I was taking photos for the Tower Bridge one in Destinations.

Nice work!
Rectus  [ophavsmand] 24. nov. 2016 kl. 22:42 
That's awesome. I'm always worried that the water will be immersion breaking.
Lawrence 24. nov. 2016 kl. 18:07 
Great work sir. Just put my mother in law in this destination and she's been happily enjoying the sunset for the last 10 minutes!
Rectus  [ophavsmand] 23. sep. 2016 kl. 11:49 
Updated, you can now teleport into the water again. I also added a working flashlight prop.
Rectus  [ophavsmand] 12. aug. 2016 kl. 10:40 
Thanks!
Lawrence 12. aug. 2016 kl. 10:38 
Looks great, nice update!
Rectus  [ophavsmand] 12. aug. 2016 kl. 10:25 
Update released:
- Added skybox and improved lighting.
- Added normal maps to the waves.
- Optimixed texture sizes.
- Buoyancy calculations now take the approxiamte volume of the prop in consideration (still not mass though).
Rectus  [ophavsmand] 12. aug. 2016 kl. 2:23 
It works now. Thanks for the fix.
Lawrence 11. aug. 2016 kl. 17:33 
Hey Rectus,we just updated Destinations with a fix for the env_sky issue. Check it out and see if it helps.
Rectus  [ophavsmand] 10. aug. 2016 kl. 13:03 
Not sure, it wouldn't look very good since I'd need to make a new sky without the orange parts.
bloodhound 10. aug. 2016 kl. 12:59 
Would you consider releasing a test version of this? (maybe as a separate release, where you tried the particle effect)
Rectus  [ophavsmand] 9. aug. 2016 kl. 14:54 
Yeah, although the sunset is one of the main attractions here so it wouldn't really work in this case. The only real issue with it currently is the specular highlight from the light_directional, being able to turn it off for only the ambient lighting and cubemaps would be really nice.

I tried a sun particle effect that follows the player around on a set distance too. It worked okayish, but it probably won't work now that it's multiplayer.

It shouldn't be hard to get good preformance on a clear sky at least, the clouds seem like the trickiest part.
Ṭoyoka 9. aug. 2016 kl. 10:06 
The trick with having a sun that looks passable is to limit the perspective you can look at it from. My Destiantion (Ocean - WIP) had a similar issue, which I solved by limiting where the player is able to go within the Destination and using subtle lighting and mesh placement to mimic a sunset from the perspective that the player is limited to. Of course, getting a totally realistic sky is not very easy since performance is easily affected when adding detail.
Rectus  [ophavsmand] 5. aug. 2016 kl. 14:32 
Not that I've seen at least.
MarcusC 5. aug. 2016 kl. 14:29 
Do they happen to have any exmple code that shows it and works?
Rectus  [ophavsmand] 5. aug. 2016 kl. 14:03 
Tried it again. The Sky shader gives a wrong version compile error. Trying with the VR shaders or the stock skysphere textures doesn't work either. The sky is just black, with no effect from the entity.
Rectus  [ophavsmand] 5. aug. 2016 kl. 13:47 
Yeah, that's the ones I followed. I don't seem to get any effect from the env_sky. I'll test again in case there's anything I missed.
Lawrence 5. aug. 2016 kl. 13:36 
Hey Rectus, you mentioned that skyboxes aren't working properly? Have you seen these instructions? https://developer.valvesoftware.com/wiki/Destinations/Getting_Started#Add_a_Sky
Rectus  [ophavsmand] 5. aug. 2016 kl. 13:03 
The devs read the discussions, posting there should work for letting them know. They probably know about it already though, all their stuff use the same way for skies as this one.
bloodhound 5. aug. 2016 kl. 12:57 
Again, just curious, do you know where would be the best place to escalate this concern to valve? Skyboxes and realistic light reflection on textures/surfaces/objects are important
bloodhound 5. aug. 2016 kl. 12:47 
Hmm, seems to be a pretty big blindspot on Valve's end. Given the potential for this app and photogrammetry derived vr in general i'd hope they'd fix this soon. I'm going to follow you, looking forward to more destinations by you
Rectus  [ophavsmand] 5. aug. 2016 kl. 11:51 
Seems to be an application limitation. One of the tutorials talks about adding a skybox, but it doesn't seem to be working. It might be a VR shader issue.
bloodhound 5. aug. 2016 kl. 11:06 
Thank you for clarifying, it's a shame that's the case. Otherwise, really good destination. Is this an engine limitation or application limitation (just curious, not game dev)
Rectus  [ophavsmand] 3. aug. 2016 kl. 23:28 
Thanks. The sun reflection is a limitation with how the sky is set up. Properly projected skyboxes don't work and the sky is too close to the player, so the sun moves depending on the perspective.
bloodhound 3. aug. 2016 kl. 19:11 
Good destination. Feedback: when facing the water, if you stand far to the left of the transportable area, the light from the sun doesn't reflect properly off of the water. The purple reflection is offset from the sun.
MarcusC 3. aug. 2016 kl. 11:27 
I'll cjeck it out.
Rectus  [ophavsmand] 3. aug. 2016 kl. 11:23 
I managed to make some waves. They don't blend in that well with the water, not sure if it's possible to fix.
Rectus  [ophavsmand] 1. aug. 2016 kl. 10:46 
Yeah, that's how I generally do things too. In this case what I can do is pretty much limited by the game engine though.
MarcusC 1. aug. 2016 kl. 8:35 
I also have no clue. I don't do 3D art. But I do 2D art. And when I can't figure things out I simply do a Google/Bing search. ;)
Rectus  [ophavsmand] 1. aug. 2016 kl. 7:59 
Good points. I have no ideas on how to make waves really. The whole water itself is hacked togehter since there is no working water shader.
MarcusC 1. aug. 2016 kl. 7:46 
My only problem with this beach is the water touching the shore. No waves. The water texture just goes upto the shore. It moves in and out. But its the same texture as it is 20+ feet off shore. And the sand is the same. Shows no sign the water is touching it. I Love the rest of this beach And have even set this as one of my favrites. I hope you can fix this part though.
Rectus  [ophavsmand] 1. aug. 2016 kl. 6:53 
Maybe. If it's possible to do I'll try to put it all in the same map.
Acrilix 1. aug. 2016 kl. 6:46 
Great job. Any chance of some other variants, like a nice sunny day version.
MarcusC 31. juli 2016 kl. 13:17 
This is one of the type of destinations I have been waiting for. Thank you. :)