Post news Report RSS Hatchet Monthly Update December 2018

A month of trying to push what's technically possible. Here's some of the progress made, prettymuch all of which was for the new skybox effects. -Rework in progress for decoration based lights not using non-static light sources. These are notorious for bleeding through brushes, and eliminating this will break the caps on what can be done with decorative lighting. -Continued progress for skybox rendering. [More in full post]

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A month of trying to push what's technically possible. Here's some of the progress made, prettymuch all of which was for the new skybox effects.
-Rework in progress for decoration based lights not using non-static light sources. These are notorious for bleeding through brushes, and eliminating this will break the caps on what can be done with decorative lighting.
-Continued progress for skybox rendering.
+All layers have been established for scaling and following the camera accurately at any angle.
+The use of non-static skyzone info has been made obsolete due to the use of a manager actor.
+Scripted textures have been implemented (as test versions) and have been coded with some basic logic.
+Fixed load/save problems notorious when attempting to use ScriptedTextures in UE1, where they are slightly incomplete, in terms of polish and jank.
+Increased UV mapping definition 2 fold on the cloud layer, to give maximum grace when clouds scroll.
*Another 2 to 4 fold increase is desired, but will require the model to be reconstructed with new a new setup for polygonal division
+Implemented sky discs for the moon and sun, with extremely accurate per-frame tracking. So far this is seamless in nature.
+Fixed initial issues with scaleglow not allowing transitions in background color as smoothly as predicted.
+Wrote code support for different cloud types (Weather types), moon phases, and even the possibility of solar eclipses, should we want them.
+Implemented moon, eclipse, and cloud seeds, which can have a randomized starting point for a carefully balanced, but partially unique function.
+Increase the efficiency with which time is updated in the skybox manager, by making it align itself externally, before thinking autonomously for future updates, decreasing the amount of micro-managing the levelinfo and managers have to perform.
+Added support with the sky manager to be able to (in theory) load and unload scripted textures for different weather events, so loose assets in memory can be reduced as much as possible. Whether or not this functionality works as intended in UE1 is another matter entirely, and may require further R&D into the future.

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