SteamVR

SteamVR

byteframe2-Hoarder_Halloween
Showing 1-7 of 7 entries
Update: 5 Jun @ 9:52am

fixed some texturing
made most possible objects as physics props
put water_splash trigger+logic, (dont know why it doesnt work though, its fine in byteframe4+byteframe13)

Update: 26 Jul, 2023 @ 1:04pm

yellow plaster scale down
prop fiddling,
convert laser pistol to tool
fix top of window frames

Update: 5 Jun, 2023 @ 6:37pm

fixed some living room props not touching floor
fixed another bird painting
overlap main window cube maps on height

Update: 2 Jun, 2023 @ 8:34am

rebuild lightmaps with 8k resolution
removed last hidden teleport entity fixing inability to for the user to teleport
heavily reworked all geometry, splits and texutring to fix remaining errors with added curves and increased polygon counts throughout
baked and relight kitchen area, losing spooky flicker
further reduce outside black mesh and remove more trees
set ambient boosts 1.5 on pool lights, 1.25 on upper passageway
moderate prop shuffling, reductions, and color grading
aggressive campaign to rebias everything

Update: 9 Nov, 2022 @ 11:04am

music tracks added to soundscape: metamatics-mind mushing git (#6,2,5)
added tf2 asset pack dependancy (clash with steamtours on bathroom sink model)
building map with full visibility solve
remove small light effect setups (under bed, and pool candles)
set all lights to baked, (except for main room), losing many flickers
adjust light colors (etc) to be less ugly and vomit colored
replaced light importance volume with lightmap volume
removed subdivision on house meshes, reduced on outer terrain
dissolved superflous lines per house segments
later, reworked entire geometry solving many problems and improving sections (stairs, etc) making it fully edge-loop compatible per initial design
beveled/softened wall corners where possible
remade outdoors into a much simpler black mesh with very few remaining foliage props
reform subdivision and displacement on pool rock
extended pool area loft and made wall extrusion for tf2 tank prop
greatly reduce the number of props and rearrange for better visual clarity
set tentacles, birds, and other critters to dynamic and animated and adjust their placement for effect
reapplied textures for consistency and resolution, changing concrete on wall supports
fixed swaying folliage props (due to lighting issues with $treesway) by setting most of them to dynamic (later changed to static with BakeLighting=off)
disabled teleport mesh to allow free player movement

Update: 17 Nov, 2019 @ 10:28pm

cleaned vpk. renamed map, reduced size of importance volume for time. was tempted to change that garish orange omni light. removed 70mb of map source from the published vpk because thats crazy. does it store baked resources in the vmap?

Update: 7 Nov, 2019 @ 9:05pm

Created byteframe3-Hoarder_Halloween.



"addon"
{
"byteframe2_Welcome_Text" "This is another domicile filled with static props, considerably larger than my previous one room. I might have bit off a bit more than I could chew. Having all this junk looks cool, but also trashy, and I hope to do different (smaller) kinds of environments for a while. I planned this all out on paper when my power was out, so it's impactful to see it built, and fairly close to the intended result. I started to feel like I was wasting time by placing tons of props and basically playing the Sims, but then I released I can copy and paste clusters of props across maps, so it seemed worthwhile to have a big house full of stuff I can clone. Learned how to change the pivot points for better prop placement.\n\nThis one has an outdoor area. Got more practice with the asset sprayer, and learned texture blending on the terrain, and some inner surfaces, the latter looks pretty hot. The terrain itself looks bad, such that I made the sky a dark night dealie again, which later played to the Halloween thing. I punched a house sized hole in the middle of the outdoor mesh before displacement to spare the house, but it screwed up the terrain and it's got a bad stretched look from non square quads. Overall though it functions fine as a spooky outdoor expanse which you can barely see.\n\nGot in practice with the house geometry. It's all still one mesh, except for the stairs, which I made first after some mockups. I think I'm honing in on the proper procedure to layout the design and extrude the second floor such that lengthwise edge loops are the same on both floors, but screwed that up some how and had to (eventually) shoehorn another loop. The mesh is still inner facing without and outside facing extrusion or what not. Still figuring out my best procedure for this 'making hollow'. As for now, I need to stop the bad habit of deleting the inner 'hidden' faces of extrusions I use for trim. I (thought I had) to do alot of sewing around the whole mesh, because of this. It's probably better to have the somewhat 'separate' extrusions be just that for simplicity and lighting purposes. This was all later made larely irrelevant when I learned about cubemaps during the lighting phase and split up the house into sections, which was nice. Beveling still looks good to add detail, even though it confuses everything if I do it too early, so I need to delay it until I really sure about the layout. I'm getting better at undoing stuff with vertice merges blah blah. I have a feeling its probably best to plan edge loops to provide structure for the beveling which will make it look better too. If I can do most of this before texturing, the better.\n\nMaking the teleport mesh was a big pain in the ass. I screwed it up at first, and tied the whole house to the vr teleport area, so for several hours I thought I screwed up something with the geometry or lighting and the whole house was invisible except for when I was trying to teleport. Face palm. Overall though, they aren't use useful as I would lke, and props can still get in the way. I'm glad I learned how to add them, but also confused as to when and a mesh suddenly becomes unusable for teleportation. This level should be as navigable as any other such steamvr environment, which is too say, cumbersome. I don't like the teleportation used in SteamVR home, it needs to be more forgiving of random stuff in the environment, or I need to learn more science for this. Atm they are rectangular enough for me to not have set the 'mesh' type...\n\nLighting... I still don't _really_ know what I'm doing. The window reflections with the cubemaps are harder than I thought. I only noticed them at first because the TP mesh showed up in there, and I had to eventually find out how to exclude them from cubemap generation. A worthwhile learning experience, but it might want to be noted in the tutorial for those. This tipped me off to the cubemaps and all that for the window reflections. I originally had one light probe volume (after learning how to resize them this time, and made it the size of the house. Silly, ofc, because windows on one side of the house had reflections of rugs and stuff only visible from the other half of the house. Still currently figuring out how to place, and size these volumes to the proper faces look at the right cubemap. I dont know why it's so hard, but just now I'm able to see it in real time as I move it around in the editor, and I'll probably come up with something ok. Adding a light_importance volume inside of the house, and excluding the outdoors really speeds up vrad, maybe down to 20 minutes instead of 50. How do I make it use more threads? Ehh, I give up, I seem to for the sake of closing have one volume so the main windows look good, and Ill delete the glass for the other windows so that doesnt look off, and overall it looks good. Edit, didn't give up, I learned I have to split the sections of the house from one mesh so they can obtain differant cubemap reflections! Thanks to rectus for this tip. It was much easier to iterate over lighting by disabling all the props, an just focusing on a few sections at a time. The main tutorial for SteamVR Home has the user put in two cubemap/volumes into what looks like a 2 room geometry object, but maybe before that they seperated them or otherwise constructed them in a way differant than I usually do. Another potential tweak to the wiki.\n\nI added a game script to this level! Can you find all the Fallout men? They should glow when you click on them. I referenced the tutorials and such, but mostly just refactored the code from harlequin's \"Hidden Object Room\" destination. Thank you very much! This was hard for a while to get it running, even though I can understand the code itself. It took some time to get everything going where it felt like SourceMod scripting again. I barely know any Lua syntax at present, which is why the game is very simple. Once

local items = {}

function Activate()
items = Entities:FindAllByName('fallout')
CustomNetTables:SetTableValue("game", "count", { value = table.getn(items) })
thisEntity:SetThink("OnThink")
end

function OnThink()
local players = Entities:FindAllByClassname("player")
for _,player in pairs(players) do
local avatar = player:GetHMDAvatar()
if avatar ~= nil then
for handID = 0,1 do
local hand = avatar:GetVRHand(handID)
if hand ~= nil then
for i,entity in ipairs(items) do
if CalcDistanceBetweenEntityOBB(hand, entity) <= 1 then
local IN_USE = hand:GetHandID() == 0 and IN_USE_HAND0 or IN_USE_HAND1
if player:IsVRControllerButtonPressed(IN_USE) then
CustomNetTables:SetTableValue("game", "count", { value = table.getn(items)-1 })
DoEntFireByInstanceHandle(entity, "StartGlowing", "", 0, nil, nil)
EmitGlobalSound("cachefinder_equip")
if table.getn(items) == 1 then
EmitGlobalSound("win_prop")
end
table.remove(items, i)
end
break
end
end
end
end
end
end
return 0.420
end


<root>

<styles>
<include src="file://{resources}/styles/base_styles.css" />
<include src="file://{resources}/styles/info_panels.css" />
</styles>

<script>
(function()
{
CustomNetTables.SubscribeNetTableListener("game", UpdateCount);
UpdateCount();
})();
function UpdateCount()
{
$("#count").text = "Hidden Fallout Figurines: " + CustomNetTables.GetTableValue("game", "count").value;
}
</script>

<ClientUIDialogPanel class="InWorldInfoPanel">
<Panel class="Page" id="byteframe2_Welcome">
<Panel class="TextArea">
<Label class="Text" text="#byteframe2_Welcome_Text" />
<Label id="count" class="Desc" text="undefined" />
</Panel>
</Panel>
</ClientUIDialogPanel>

</root>