4sheetzngeegles
Survivor
1 Why does weather, specifically wind, fog secondarily, not start until days into the game?
how can I set it to start upon the beginning?
**** Modding question
2 Can a block be created, invisible, complete pass through, that represents the
y offset? Or a copy of the terrain replicator. Similar to a foundation stone. So that a poi
need only be placed in an (x z) plot and automatically levels itself with the terrain.
3 I'm not promoting another game but its something I observed in one. Dark souls series, there
was a form of occlusion. The only way to describe it was like a mirrored wall as you progressed
toward an object or structure, it formed like coming through a waterfall. Before that it was a 2d
object. I'd coin it a sphere of influence. I also saw it in a unity video. Which greatly reduced
cpu/gpu load to a minimum.
The fog in 7dtd seems to provide the same basic primer for it. Since 7days pois are basically
cube structures. Can fog be applied to a rendering sphere, allowing structures outside of it to be
rendered at the simplest LOD, minimal color? The face of a rectangular or square building can be 2
tris per visible side and rendered in b/w or grayscale until it pierces the veil. Because the fog
is obscuring a massive amount of detail, it seems to present the opportunity to render as extremely
low resolution.
For a visual example of this, it may sound funny, but if you look at the movie Tron. The res and deres
of objects follows the same premise, just using a different medium. 3d extrusion.
4 These are two things I noticed when applying dense fog to my game a20.6. The front approx 40' view is
rendered fog, the peripheral, on either side, is not applied for approx 15'. Can this be made to cover a
wider view. As reference i use 70' view.
The second deals with stealth, Stealth as it is works but doesn't. Explanation: It reacts directly to
light, and indirectly to AIi view distance. I don't know if it's the ambient gradient, or the sun/moon
refractive light. I have not tested it yet.
How I achieved this, I have my game set to 120 min days, but i recently changed it to minimal daylight
hours. I go away from my base, the sky overhead is black, but the red sunset never disappears. I can see
clearly about 40 meters in front of me, then all is pitch black. Here is the interesting part. If i am at
the edge of the sight range, 20 or so game meters, of a zombie, i can shoot them, they react to being hit
but as long as i stay stealth/crouched they stop searching after a few seconds, returning to wander mode
Unless i stand up within range, I can fight multiples of them at night. My light meter is 3 until around
9am, then it jumps to 37 crouch. During the day if i stealth shoot at 40 + meters A single shot brings all
of the AI to my direct location.
As you may guess, I go out at night instead of day now.
When the sun sets, can it be set using a timer to go from 0 intensity to 100 % of the default then back to
0? This might make the stealth mechanic more viable outdoors. Indoors it just needs the colliders to block
light. Not just localized but sun moon ambient. This should provide for the black nights, and naturally dark
interiors, matching stealth play.
how can I set it to start upon the beginning?
**** Modding question
2 Can a block be created, invisible, complete pass through, that represents the
y offset? Or a copy of the terrain replicator. Similar to a foundation stone. So that a poi
need only be placed in an (x z) plot and automatically levels itself with the terrain.
3 I'm not promoting another game but its something I observed in one. Dark souls series, there
was a form of occlusion. The only way to describe it was like a mirrored wall as you progressed
toward an object or structure, it formed like coming through a waterfall. Before that it was a 2d
object. I'd coin it a sphere of influence. I also saw it in a unity video. Which greatly reduced
cpu/gpu load to a minimum.
The fog in 7dtd seems to provide the same basic primer for it. Since 7days pois are basically
cube structures. Can fog be applied to a rendering sphere, allowing structures outside of it to be
rendered at the simplest LOD, minimal color? The face of a rectangular or square building can be 2
tris per visible side and rendered in b/w or grayscale until it pierces the veil. Because the fog
is obscuring a massive amount of detail, it seems to present the opportunity to render as extremely
low resolution.
For a visual example of this, it may sound funny, but if you look at the movie Tron. The res and deres
of objects follows the same premise, just using a different medium. 3d extrusion.
4 These are two things I noticed when applying dense fog to my game a20.6. The front approx 40' view is
rendered fog, the peripheral, on either side, is not applied for approx 15'. Can this be made to cover a
wider view. As reference i use 70' view.
The second deals with stealth, Stealth as it is works but doesn't. Explanation: It reacts directly to
light, and indirectly to AIi view distance. I don't know if it's the ambient gradient, or the sun/moon
refractive light. I have not tested it yet.
How I achieved this, I have my game set to 120 min days, but i recently changed it to minimal daylight
hours. I go away from my base, the sky overhead is black, but the red sunset never disappears. I can see
clearly about 40 meters in front of me, then all is pitch black. Here is the interesting part. If i am at
the edge of the sight range, 20 or so game meters, of a zombie, i can shoot them, they react to being hit
but as long as i stay stealth/crouched they stop searching after a few seconds, returning to wander mode
Unless i stand up within range, I can fight multiples of them at night. My light meter is 3 until around
9am, then it jumps to 37 crouch. During the day if i stealth shoot at 40 + meters A single shot brings all
of the AI to my direct location.
As you may guess, I go out at night instead of day now.
When the sun sets, can it be set using a timer to go from 0 intensity to 100 % of the default then back to
0? This might make the stealth mechanic more viable outdoors. Indoors it just needs the colliders to block
light. Not just localized but sun moon ambient. This should provide for the black nights, and naturally dark
interiors, matching stealth play.