It's been awhile since I began working in the Zelda total conversion mod for SP. After some progress I decided to show some features that I implemented so far. Everything was done using only shaders and scripts (a lot of them) For now what I did was: - Day / night cycle: sunrise, dusk, night, etc ... - Light-global dynamics: according to time of day the light of the map adjust - Moving-clouds: the clouds give the impression of movement. - System of random rain: a script every 25 sec estimates (50% just for tests) the chance of rain. If this happens, the sky is overcast and it begins to rain (yes its possible :nodding:). -Track system: Navi and various other effects "chasing the player." Navi future will have a random motion around the player, like in Ocarina of Time.
So look this:
The Link model I found on the Internet (warehouse,3dxtras) and textures (sky and navi) are a pack made for OoT (federelli's pack). I did not ask permission to use yet, so I still can not distribute anything for a while ...
No map made to the JA had used a day / night cycle with success. The only try was "Grand Jedi Skills: * Flaw Stories" which made a system that darkens the sky. Recently the site www.map-craft.com, was made a contest and the winner has managed to create a stable system day/night. But the map was running very slowly and there wasn't a lighting system that really could simulate the day/night cycle. Currently my map has more than 8192 brushes and 40000x40000 size. With all the scripts running I got 30 fps, but my computer sucks ... I believe if anyone else can run it at 40-50fps when the this map is finalized...
Of course, this is a total conversion mod, so still a serious lack of maps, menus, models, and of course, a story. I decided to start implementing all the features first to make sure that the mod could be done. This is the first step of many to come ...
I hope to keep a weekly update of the mod, here in the forum and would like to receive criticism/suggestions/death threats from all.
Ghost PS.: I'm making a video for those who do not believe in images ;)
"- Day / night cycle: sunrise, dusk, night, etc ... - Light-global dynamics: according to time of day the light of the map adjust"
I know how to do this too, but I'm curious which method you chose to get this.
For the day/night i used: skyportal + box covered with a shader ( 4 stages -sunrise,day,dusk,night- and RGBgen wave for transitions )
For the light i use fx_runner and effects that creates light. A script control when fx_runner is used.
Very nice, I look forward to the video.
Oh man, this just screams awesome @_@!
Sounds promising and exciting indeed, more as a tech demo than as a total convertion though. But maybe is just me that I never played a Zelda game nor I feel like ever playing one. What is amazing is that the modding community was able to squeeze more juice out of this engine than what the original developers ever intended. Sounds like Valve's AI Director to me with the random rain script, that's great.
I always knew skyportals were the key to making a true day/night transitioning sky :nodding:. Every map should use them! I'm curious about the rain. Did you use the standard rain efx and just control it by remaps, or is there a way to cancel weather efx that I just don't know? Or maybe you didn't use efx at all and used shader tricks instead...
That's a pretty cool effect there. Can't wait to see the video.