Arya_Yeshe wrote: » Like... not bad ideas, but one programmer would have to work on moons for an entire year or more LOL Too bad Intrepid doesn't have a community dev stuff... we would make systems for free and for paid money of course or even for subscription time
Wlgenroosje wrote: » Arya_Yeshe wrote: » Like... not bad ideas, but one programmer would have to work on moons for an entire year or more LOL Too bad Intrepid doesn't have a community dev stuff... we would make systems for free and for paid money of course or even for subscription time I'm not familiar with programming sadly. Can you tell me why a programmer would need to work that long on fixed moon cycles?
prymortal wrote: » Wlgenroosje wrote: » Arya_Yeshe wrote: » Like... not bad ideas, but one programmer would have to work on moons for an entire year or more LOL Too bad Intrepid doesn't have a community dev stuff... we would make systems for free and for paid money of course or even for subscription time I'm not familiar with programming sadly. Can you tell me why a programmer would need to work that long on fixed moon cycles? tl:Dr The Ground is a shaped (flat) landscape, The moons are Either low or high poly (slices) spheres with textures (i'd assume low rather than high since you can't land on them new levels would be better for moon areas anyway than a large sphere). So generally you make the texture rotate for a moon, you don't make the sphere & your sure as hell don't make the flat landscape. You have can objects & textures it go on a X, Y, Z access (Single or overlapped often with noise maps to imitate clouds/atmosphere) or move from a local set position in an orbit on a BP rotation (orbiting a sphere not a landscape - Flat shaped land) depending on code/coder e.t.c e.t.c e.t.c. So you main issue is the lighting when it comes to moon cycles because lighting is what causes shadows, Generally lighting is single source Skylight with added postprocessingvolume & I assume skyatomsphere on the landscape rather than separate ones for the moons they probably just used a second slightly larger sphere & put a opacity/Emissive glow texture on it (so it glows all angles), rather than a niagara glow which often is for more single angle use, but not limited to. So those are the main issue, then you need to know moon cycles, then you need to code all factors keeping in mind that single light soruce: Skylight (Ctrl+L to change direction) Is going to interfere with whatever you do as its constantly giving light even in the dark, causing bloom if you don't adjust your skybox settings e.t.c.. (Also lighting maps HDRI e.t.c.)tl:dr it wouldn't take a year it'd just take the whole set of knowledge of each contributing issue, mainly the moon cycles themselves. if you just want to code a cycle to a date & skip the rest the majority of the problems with lighting & shadow, then its much easier. ~ Also the best way to add comets.
tautau wrote: » Arya, not as complex as you think, perhaps? Let's assume four moons, and the rarer the eclipse, the more powerful the power of the eclipse. When more than one moon eclipses on the same day, the impact of the eclipses are multiplied. Use prime numbers, starting with 7: Moon 1 eclipses every 7th day - very weak impact for that one. Moon 2 eclipses every 11th day - somewhat stronger impact. Moon 3 eclipses every 13th day - moderately strong impact. Moon 4 eclipses every 19th day - strong impact. Every 77th day moons 1 & 2 would both eclipse and their impacts would both be quite stronger, perhaps with another impact happening. Every 247th day (13x19) moons 3 and 4 both eclipse to large impacts, plus something else. Rare occasions would find three moons eclipsing - really weird stuff happens! When all four moons eclipse, woah Nelly lock the barn door~~~! There ya go Arya, I did a week's worth of your work in less than ten minutes for ya.