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Little Script Adventure An open-source 3D engine with assets and tools for all future LBA fan-games.

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  #2601  
Old 2011-09-26, 17:05
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Okay, have a good time celebrating!
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  #2602  
Old 2011-09-26, 19:35
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Hey, happy birthday to you David, lots of health, happiness and years of life!!
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  #2603  
Old 2011-09-27, 10:09
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Hey! Happy Birthday!
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  #2604  
Old 2011-09-27, 10:30
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Thanks that's nice from your part !

next year is 30
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  #2605  
Old 2011-09-27, 12:39
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you should see the skybox now
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  #2606  
Old 2011-09-27, 15:06
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Looks nice. Although, I see some parts of the textures that I shall correct.
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  #2607  
Old 2011-09-27, 15:21
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I can't recheck it now but from what I remember back face texture needs a 180° rotation
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  #2608  
Old 2011-09-27, 20:34
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I renamed skybox textures in standard way, and added a drawing that explains how to name the skybox faces. Most cubemaps you will find are named like this, and opengl has commands with these kind of names too.
I also added some samples in /assets/skyboxes/* with different ambients, just move files to /assets/skyboxes to see them
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  #2609  
Old 2011-09-27, 22:05
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By the other textures, I came to the conclusion that the skyboxes for them are with switched Z and Y axises (i.e. - Y - up/down, Z - front/back). LSA is using the opposite way - Z for up and down, Y for front and back, isn`t it?

EDIT: the texture "cross" I made is rotated by 90 clockwise. I suppose that this is the problem with the flipped textures. I`ll correct it by tomorrow.

Last edited by Horadrim; 2011-09-27 at 22:11.
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  #2610  
Old 2011-09-28, 10:53
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that's correct vertical axis is z in LSA, however, I load the cubemap texture standard way. I then rotate the cube X-90 to align axis with LSA ones.
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  #2611  
Old 2011-09-28, 15:54
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you should see clouds, isnt'it ?
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  #2612  
Old 2011-09-28, 18:42
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All I could see is this. BTW, I`ve updated the skybox textures and I think that the box looks seamless now. I need to make some more tests, so would you turn it back on, please? Before testing the new textures btw, I saw that the skybox is immobile. Is it supposed to be like that, because of the clouds test or it`s a bug?
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  #2613  
Old 2011-09-28, 19:17
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I've turned it on again, and cubemap slowly turns too
I disable the clouds for now
Cubemaps has a problem on bottom face, the nebular is not continuous
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  #2614  
Old 2011-09-28, 20:47
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I must`ve rotated it improperly. That was the main reason to ask you to turn the skybox back on.

Ok, fixed it. It seems that I`ve saved the right part twice -once for positive_x and once for negative_y.
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  #2615  
Old 2011-09-29, 16:06
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  #2616  
Old 2011-09-29, 17:07
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Hmm... I don`t see sun and while rotating, the sky doesn`t change color as in your shot. I don`t even see the sun. The moon seems very dark now and the rest of the skybox texture colors seem very dimmed.
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  #2617  
Old 2011-09-29, 18:11
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How is day and night going to work in this project? I remember we had some crazy ideas on how the suns would rotate around Twinsun so that about 20% of the cycle is night. - well, depending on which island you are. Sounds way too complicated to implement now that I think of it.
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  #2618  
Old 2011-09-29, 18:23
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@horadrim : what if you try to move the sun with numpad keys ? Can you see the sun ?
@Kobold : why it's complicate ? I can control position of sun with some functions
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  #2619  
Old 2011-09-29, 18:27
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There is a system Darkflame has devised for the rotation of the suns around the axis of Twinsun. As a result, we would have constant sunshine on Desert Island (that's why it's a desert) and Polar Island and very little sunshine on the Hamalayi (that's why it's so cold).
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  #2620  
Old 2011-09-29, 18:40
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I get the same thing Horadrim does, rotating the sun rotates the lightsource only.
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  #2621  
Old 2011-09-29, 18:42
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try to find the formula that gives position of both sun position in function of longitud, latitud and time, in map base XYZ
I can have 2 suns with 2 diferent colors
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  #2622  
Old 2011-09-29, 19:25
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As Jasiek said - rotating the light with the numpad, doesn`t help.
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  #2623  
Old 2011-09-29, 19:35
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try it now
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  #2624  
Old 2011-09-29, 20:49
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Now were talking business. About the texture - is it a side effect from the sun or it`s a matter of tunning? As for the clouds - could you add the second layer, like in the sky-3 demo, with the quicker moving clouds. It`ll look fantastic.

EDIT: Now I see what the problem with the texture is - the sun should be directly opposite to positive_z, so I guess everything is ok.

EDIT2: As for the two suns, I suppose we could use this model like with Kepler-16b:
http://www.youtube.com/watch?v=8thxK...eature=related

with this difference that we could swith the places of the smaller, orange sun with Twinsun. Both, the smaller sun and Twinsun could rotate around the bigger sun.
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  #2625  
Old 2011-09-29, 21:53
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I made a quick sketch of my idea. If the suns are dislocated this way and the speed of orbiting around the bigger (yellow) star for both - Twinsun and the orange sun are the same, then we`ll have only one sun during the day of each hemisphere. You don`t need to put another sun in the sky. The Emerald Moon`s orbit however should be High Earh orbit type, so it`ll rotate around Twinsun in different direction and fast enough to show up several times, during the both hemisphere nights.
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