[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.10895836 [View]
File: 38 KB, 367x384, This Problem Requires A Professional.jpg [View same] [iqdb] [saucenao] [google]
10895836

>>10894687
I'll be real with you, anon, this is going to look like ass in the sky department. GZDoom only seems to not absolutely butcher the sky if I go no higher than 1024x256. Other than that, I spent the last five hours kitbashing and animating a relatively realistic sunrise and sunset, although I did not include an actual sun because normal skies stretch into infinity so that is going to look awful. Next step is to work out the light curve based on time of day, then apply that to sky sectors (including ceiling/wall windows) and smooth out the lighting around. In other words, if it's night, it's going to be dark as shit everywhere. If it's day and there are no windows for light to come in, it's still going to be dark as shit. Bring a flashlight mod. I'm not going to stop at just the sky because that's a half-assed solution and looks weird. If we're doing realism, might as well do it properly. At least as much as the engine allows.
In the options department, you can currently set the full cycle time in minutes or set it to 0 to use real world time. Obviously not going to account for rotation of the Earth around the Sun in case real world time is used. I am not clinically insane. If it's summer over there and 9 PM is still bright but in-game it's dark, too bad, pull the curtains or some shit.
So far this still looks promising. No idea how much trouble I'll run into when doing the sector logic, but I've done worse so how bad can it be?

Navigation
View posts[+24][+48][+96]