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Skybox Improvements #92

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3 tasks
TeamSpen210 opened this issue Jul 26, 2015 · 7 comments
Closed
3 tasks

Skybox Improvements #92

TeamSpen210 opened this issue Jul 26, 2015 · 7 comments
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Enhancement Improvement or tweak to the mod

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@TeamSpen210
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  • Generate realistic supports
    • Add a SupportChance value, specifying how common supports will be
    • When placing wall edges, check supportChance and add the origin to a set
    • Corners and pillar sections always have supports
    • Triple pieces have the support on the adjacient tile.
    • Generate 1 support per block, facing random direction
  • Background elements
    • Partition the map area into a 512 grid. Extend down an additional 6 spaces, sideways and up 2 (based on how large the map is.)
    • Invalidate each grid section which is occupied by a brush.
    • Also invalidate any pos occupied by an instance - ambient lights are placed every 512 units, so interior blocks aren't occupied
    • Now start placing instances (in skybox) to fill grid sections - BackgroundChance /100 if a space is filled
    • Instances might also occupy a region below - loop from top to bottom when placing, so they don't overlap - need to define for each file their height.
  • Wiring
    • Choose a random pit side (WireChance /100 per each side )
    • Move in the direction of the normal (up to 2048 or so units) looking for the opposite pit brush
    • Choose z-heights for both brushes (some distance below )
    • For both brushes, check if they have a support
      • If so rope position is the center, ±32
    • Otherwise look back 1 512 grid space, to find grid instance
      • If found rope position is ±200 units from center of support, otherwise abort adding rope at these pos.
    • Place move_rope and keyframe_rope, add keyvalues to position. Width range configurable. Slack = dist between + random slack value (configurable max/min)
@genestrashcan
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so, the bottomless pits will be procedurally generated. this is VERY good, this should make it so no two bottomless pits are the same!

@TeamSpen210 TeamSpen210 added the Enhancement Improvement or tweak to the mod label Jul 27, 2015
@genestrashcan
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how will this work to generate vacuum tubes, BTS fluorescent lights, etc in pits procedurally?

@TeamSpen210
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I'm splitting the map up into a 512-sized grid (4x4 editor blocks), and filling in space around chambers with randomised instances. That'll add the decoration. I don't think I'll generate vactubes that span the bottoms of bottomless pits, players might think they can jump down onto them.

@jccreszMinecraft
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Maybe these skyboxes can also just be items with a timer thing to select
the different instance. Also a secondary thought is that they should
generate random frames on the edges of the pit blocks before the actual pit.

On Tue, Jul 28, 2015 at 3:59 AM, TeamSpen210 notifications@github.com
wrote:

I'm splitting the map up into a 512-sized grid (4x4 editor blocks), and
filling in space around chambers with randomised instances. That'll add the
decoration. I don't think I'll generate vactubes that span the bottoms of
bottomless pits, players might think they can jump down onto them.


Reply to this email directly or view it on GitHub
#92 (comment).

[image: Ice Network 2014]

@Harritron
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With instances around the map you should be able to create a skybox wall item like in your addons to show thins like ex. Wheatley BTS or Test Shaft.

@vrad-exe
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3D skyboxes are gone, but this process seems like it could still apply well to chamber exteriors.

@vrad-exe
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See BEEmod/BEE2-items#3891

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