shadmar 1,157 Posted August 6, 2014 Wasn't sure where to put this since I can't get it to work in the workshop since it needs a big controlscript. Anyway here it is : General Preetham skymodel is used (look up on wikipedia) UnCharted2 tonemap Procedural stars at night Procedural Clouds. Alot of adjustables Install Download at bottom of page here Unzip straight into the projects root folder Use Drag the Sun prefab from the prefab folder You can adjust all sorts of stuff in the script tab of the Sun object It will adjust to the rotation of the Sun (which is a directionallight) when you run (F5/6) Works very well with bloomsettings : luminance=0.11 midgray=0.158 whitecutoff=0.298 Added one small example map as well in the maps folder. Update : Fixed the ATI issue, thanks TattieBoJangle Fixed the cloudscale issue, thanks HaydenMango Skydome now follows the camera (if found) Skydome resizes to the camera's drawdistance (if found) Added adjustable bloom settings (if workshop the bloom is added the scene) Edit: soon inthe workshop. Quote Share this post Link to post
ChrisV 389 Posted August 6, 2014 Really great job, shad (and, klepto too, i think?)! !! There's still room for improvement, but what you have already done, is really awesome!! Some godrays coming through the clouds would really be great! *HINT* *HINT* Quote Share this post Link to post
cassius 206 Posted August 7, 2014 Suprb, thanks. How can I make the day last longer? Quote Share this post Link to post
macklebee 883 Posted August 7, 2014 How can I make the day last longer? marry a woman that nags? great work shadmar. Quote Share this post Link to post
cassius 206 Posted August 7, 2014 I would rather marry a woman who made the nights longer.It takes longer to do everything when you are old. Quote Share this post Link to post
cassius 206 Posted August 9, 2014 If I want a certain event to occur only after dark in my game,is there a way I can tell my game it is nighttime? Quote Share this post Link to post
ChrisV 389 Posted August 9, 2014 from c++ or lua ? Both would be equally usefull. Thanks! Quote Share this post Link to post
shadmar 1,157 Posted August 9, 2014 Well, either way (havent tested), but in theory you can: 1. store your world objects in an array or list when loaded from the map : http://www.leadwerks.com/werkspace/topic/6386-c-finding-entities-in-a-scene/page__hl__map or http://www.leadwerks.com/werkspace/topic/6887-communicating-from-lua-to-c/ 2. check if entity->GetClassName=="DirectionalLight" && entity->GetColor().x <=0 then it's night. Quote Share this post Link to post
Haydenmango 154 Posted August 15, 2014 I finally got around to adding this to my project. It looks sooo amazing. You are the best Shadmar thank you!!! Here is a little preview of what it looks like in game. It is speed up to be 5 times faster so the video wouldn't be super long. 1 Quote Share this post Link to post
shadmar 1,157 Posted August 15, 2014 Tip for adding fast bloom (good looking) to the sky: 1. Add bloom from the workshop to your scene tab : http://steamcommunity.com/sharedfiles/filedetails/?id=256268930&searchtext= 2. Add a pivot to your map and connect this bloom control script : function Script:UpdateWorld() if self.camera==nil then local world=World:GetCurrent() for i=0,world:CountEntities()-1 do if world:GetEntity(i):GetClass()==Object.CameraClass then self.camera=world:GetEntity(i) tolua.cast(self.camera,"Camera") System:Print(world:GetEntity(i):GetClassName()) break end end else self.camera:SetKeyValue("bloom_Luminance","0.11") self.camera:SetKeyValue("bloom_MiddleGray","0.158") self.camera:SetKeyValue("bloom_WhiteCutoff","0.298") end end Edit: Correction, WhiteCutoff 0.298 Quote Share this post Link to post
Haydenmango 154 Posted August 18, 2014 Hey shad just wanted to ask if self.shader:SetFloat("cloudscale",self.cloudheight) -- lesser is bigger is supposed to be self.shader:SetFloat("cloudscale",self.cloudscale) -- lesser is bigger in the UpdateWorld() function. Quote Share this post Link to post
shadmar 1,157 Posted August 18, 2014 Ah yes that would be correct. Thanks! Quote Share this post Link to post
TattieBoJangle 15 Posted August 18, 2014 Looks GREAT! I get Failed to compile fragment shader any ideas? Fragment shader failed to compile with the following errors: ERROR: 0:317: error(#160) Cannot convert from: "3-component vector of vec3" to: "highp float" ERROR: error(#273) 1 compilation errors. No code generated Failed to compile fragment shader. Error: Failed to compile fragment shader. Quote Share this post Link to post
shadmar 1,157 Posted August 18, 2014 Do you run of an intel integrated card?, they often complains when vecs are converted. Anyhow change line 317 to : float cmix=cloud.x*cloudmix; Quote Share this post Link to post
TattieBoJangle 15 Posted August 18, 2014 Hi Shadmar no it the ATI R9280x Platinum but i will try that and get back to you Quote Share this post Link to post
TattieBoJangle 15 Posted August 18, 2014 where do i change float cmix=cloud.x*cloudmix; as there is only 63 lines in the lua Quote Share this post Link to post
TattieBoJangle 15 Posted August 19, 2014 Just the same error message shadmar if i changed it right lol this is a video of what i get when adding it http://youtu.be/a8jXXxPrp6s Quote Share this post Link to post
cassius 206 Posted August 19, 2014 Before using this shader I got rid o my existing skybox and directional light.Was that the correct thing to do? Quote Share this post Link to post
TattieBoJangle 15 Posted August 19, 2014 Got it working many thanks Quote Share this post Link to post