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Re: Sky outside / normal lighting inside?

Posted: Fri Nov 06, 2015 10:08 pm
by petri
Oh, I think you meant modifying the wall to poke a hole in it...

Re: Sky outside / normal lighting inside?

Posted: Fri Nov 06, 2015 10:09 pm
by minmay
gambit37 wrote:Thanks for the input minmay, very helpful. I've realised however that I've not described my intentions clearly enough. There isn't actually an outside area on the map. The whole map is an interior dungeon. What I wanted to do was create windows that open onto say a single empty cell, and then apply a skybox effect to that cell, so that it would seem to be a complete sky that the player is looking at through a window.
If you don't mind the performance loss, SkyComponent with the lights disabled should work fine for that, surely?

Re: Sky outside / normal lighting inside?

Posted: Fri Nov 06, 2015 10:55 pm
by gambit37
petri wrote:Oh, I think you meant modifying the wall to poke a hole in it...
Yep. The unused window model in the asset pack does have a hole in it, but the mesh needs redesigning at the back so that some sort of fake sky texture could be applied to it. I'm curious why this wasn't used in the main campaign?

Re: Sky outside / normal lighting inside?

Posted: Sat Nov 07, 2015 3:09 am
by gambit37
OK, I got this mostly working, using minmay's idea: turn off all the components of a sky, except the sky.
I then painted an area outside the edge of the map with a forest tile, which applies the skybox.
Castle wall decorations open up onto the forest area, and act as windows.
I also placed the mountain decoration outside and lit it with an orange light.
Finally, an orange spot light shines in through the window to make a nice shadow of the window shape on the floor.

I would need to write a script to change the light colours depending on time of day, but that should be straightforward.

Here's a shot of it in progress:
Image

Re: Sky outside / normal lighting inside?

Posted: Sat Nov 07, 2015 5:32 am
by Isaac
It's very nice. 8-)

Re: Sky outside / normal lighting inside?

Posted: Sun Nov 08, 2015 3:37 pm
by MrChoke
What does "nightSky" do though? On or off and I don't see any difference. Yes I am looking at night.

Re: Sky outside / normal lighting inside?

Posted: Mon Nov 09, 2015 4:19 am
by Azel
gambit37 wrote:OK, I got this mostly working, using minmay's idea: turn off all the components of a sky, except the sky.
I then painted an area outside the edge of the map with a forest tile, which applies the skybox.
Castle wall decorations open up onto the forest area, and act as windows.
I also placed the mountain decoration outside and lit it with an orange light.
Finally, an orange spot light shines in through the window to make a nice shadow of the window shape on the floor.
Well done! But that is a lot of work for a window. I hope you put a super epic boss battle in that room or something :o

Re: Sky outside / normal lighting inside?

Posted: Mon Nov 09, 2015 10:00 am
by gambit37
Sure, experimenting to make things like this work does take time, but that's half the fun of modding :)

Anyway, the reason I do this is to create interesting atmosphere. Little details like this elevate the mood and sense of place, and they subconsciously affect the player and how immersed they are in the world. That's always been a goal of mine in the creative things I develop.

Re: Sky outside / normal lighting inside?

Posted: Mon Nov 09, 2015 10:43 pm
by FeMaiden
Azel wrote:
gambit37 wrote:OK, I got this mostly working, using minmay's idea: turn off all the components of a sky, except the sky.
I then painted an area outside the edge of the map with a forest tile, which applies the skybox.
Castle wall decorations open up onto the forest area, and act as windows.
I also placed the mountain decoration outside and lit it with an orange light.
Finally, an orange spot light shines in through the window to make a nice shadow of the window shape on the floor.
Well done! But that is a lot of work for a window. I hope you put a super epic boss battle in that room or something :o

lol, I spent hours yesterday making custom assets to script what amounts to a "joke boss" battle