Destinations

Destinations

Beach Sunset
40 comentarios
Vic DeLeon 27 SEP 2017 a las 14:01 
Sweet man thank you I will try to get it going in my map
Rectus  [autor] 27 SEP 2017 a las 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 a las 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  [autor] 16 ABR 2017 a las 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 ABR 2017 a las 17:06 
How do you generate textures thru blender ?

I didnt know you could bake diffuse from nothing
Rectus  [autor] 1 FEB 2017 a las 14:19 
Updated to fix the water, although I can't get it to look nearly as a good as before.
Cargo Cult  [desarrollador] 16 DIC 2016 a las 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  [autor] 24 NOV 2016 a las 22:42 
That's awesome. I'm always worried that the water will be immersion breaking.
Lawrence 24 NOV 2016 a las 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  [autor] 23 SEP 2016 a las 11:49 
Updated, you can now teleport into the water again. I also added a working flashlight prop.
Rectus  [autor] 12 AGO 2016 a las 10:40 
Thanks!
Lawrence 12 AGO 2016 a las 10:38 
Looks great, nice update!
Rectus  [autor] 12 AGO 2016 a las 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  [autor] 12 AGO 2016 a las 2:23 
It works now. Thanks for the fix.
Lawrence 11 AGO 2016 a las 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  [autor] 10 AGO 2016 a las 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 AGO 2016 a las 12:59 
Would you consider releasing a test version of this? (maybe as a separate release, where you tried the particle effect)
Rectus  [autor] 9 AGO 2016 a las 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 AGO 2016 a las 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  [autor] 5 AGO 2016 a las 14:32 
Not that I've seen at least.
MarcusC 5 AGO 2016 a las 14:29 
Do they happen to have any exmple code that shows it and works?
Rectus  [autor] 5 AGO 2016 a las 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  [autor] 5 AGO 2016 a las 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 AGO 2016 a las 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  [autor] 5 AGO 2016 a las 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 AGO 2016 a las 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 AGO 2016 a las 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  [autor] 5 AGO 2016 a las 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 AGO 2016 a las 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  [autor] 3 AGO 2016 a las 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 AGO 2016 a las 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 AGO 2016 a las 11:27 
I'll cjeck it out.
Rectus  [autor] 3 AGO 2016 a las 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  [autor] 1 AGO 2016 a las 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 AGO 2016 a las 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  [autor] 1 AGO 2016 a las 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 AGO 2016 a las 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  [autor] 1 AGO 2016 a las 6:53 
Maybe. If it's possible to do I'll try to put it all in the same map.
Acrilix 1 AGO 2016 a las 6:46 
Great job. Any chance of some other variants, like a nice sunny day version.
MarcusC 31 JUL 2016 a las 13:17 
This is one of the type of destinations I have been waiting for. Thank you. :)