Re: New Track: City lights
Posted: 30 Mar 2021, 04:17
Thanks for that, I didn't realize how much difference the lighting made. (Possible bug: fog seems to ignore skybox)
Here is an updated version of Wolfs's track for 0.93 onwards. Consider it a beta update since I made it very quickly. (My changes are CC0)
Addon Track with Blender file (upload expires May 1): disroot.org
Changes that I remember:
- Added lighting and fog as suggested by QwertyChouskie (in Blender).
- Removed baked lightmaps, enabled lights as STK in-game objects, decreased intensity of intersection overhead light.
- Adjusted shaders (skyscrapers and other light-emitting objects as unlit, environment as lit).
- Flipped some normals facing the wrong way, fixed a couple of textureless faces.
- Some zippers had the middle one slightly underground, manually adjusted that vertex. Made zipper flip on reverse.
- Made Tux sign animation cyclic.
To-do:
- Trees are hard to see, might add lighting in the park.
- Are traffic lights too intense?
Here is an updated version of Wolfs's track for 0.93 onwards. Consider it a beta update since I made it very quickly. (My changes are CC0)
Addon Track with Blender file (upload expires May 1): disroot.org
Changes that I remember:
- Added lighting and fog as suggested by QwertyChouskie (in Blender).
- Removed baked lightmaps, enabled lights as STK in-game objects, decreased intensity of intersection overhead light.
- Adjusted shaders (skyscrapers and other light-emitting objects as unlit, environment as lit).
- Flipped some normals facing the wrong way, fixed a couple of textureless faces.
- Some zippers had the middle one slightly underground, manually adjusted that vertex. Made zipper flip on reverse.
- Made Tux sign animation cyclic.
To-do:
- Trees are hard to see, might add lighting in the park.
- Are traffic lights too intense?