SteamVR

SteamVR

byteframe4-Pretty_Penthouse
Showing 1-8 of 8 entries
Update: 28 May @ 6:14am

turned as many props as possible into destinations_physics

Update: 26 Jul, 2023 @ 12:54pm

soft glass aluminum
heavy bias tuning
sun was set to baked in vmap but not in release
cubemaps unfurled for reflections on glass
more reflective glass for house
revert to blocklight on back of house

Update: 12 Jun, 2023 @ 2:46pm

steamvr panels (+0.375 offset) entity only build correction (note to self, did some other stuff didnt seem to affect repackaging bugs noted elsewhere)

Update: 2 Jun, 2023 @ 8:22am

rebuild lightmaps with 8k resolution
baked (turning off flicker) and fixed angle of garden light
backside blocklight>concrete retextur with biasing to -8),
new concrete roof texture now biased
grass displacement, down scale, and bias -3>-4,
reduce water particles,
removed ambient_color = "35 35 48 255" on directional,
other minor bias adjusts
new geo rework on bar table
shrunk all shelve objects and other minor prop fiddling
softeded red valve
bulged brown beams
adjusted beveling and split at top window outsides
moved some props out of of the way inside to avoid some weird shadowing
ERRATA: cubemap overlap for glass, fully baked sun removes too much character...

Update: 5 Nov, 2022 @ 5:47pm

music tracks added to soundscape: exaltics (various)
fully reworked geometry with some structured terminations at rock moat to concrete interactions, with also some overzealous quad work on the left side
simplify assembly of garden and other meshes
add another pane to glass panes in house with silver inside trim and made skylights better
bevel-devolve-inset on edges of house mesh with soft normals
moderate instancing (bench supports, flower pots beams, some glass)
use soft normals on beams and various insets/bevels
centered cubemaps, hide one for pool, and lowered cubemap on roof a touch
rebase map contents to origin and adjust soundscape
removed subdivision on all surfaces and repaint on mesh as needed
increase prominese of rocks, tuft, grass and screw it take alot more liberties with foliage
collected offending folliage props (seemingly everything this time) to not BakeLighting instead of setting them as dynamic
changed two picture frames to prop static so they dont clip with geometry
reapply and change some textures
disable shadows on fly infested right side light prop
various other prop fiddlings mostly for positioning and brightness but some nice fixes like string lights
juiced moonlight color/brightness
swapped and repositioned insect particle effects for lighting and effect
set all point lights to baked (no specular), save for showpiece at vine hedge, negating some minor flickers
turn off physics on many props for their shadow castings
remade ugly plant bowl, pimp cone planter, and increase fidelity of other such mesh props
thickened and flourished non-house glass panes
bolster lighting for comfort
fully bevels wood floors and went for a double bevel on concrete
adjust lightmap bias (with prejudgicez) and record with selection sets
added dog snoring to the soundscape (woof)
ERRATA: (marked) line skew (just that one?) is likely the result of getting cheeky on the left side, I'd need to loop the 2 doubles and find something on the right to do with them, (had to revert a day of failed line ups, I think its done)
(marked) wasnt brave enough to attempt a 2 light at the time of this build on right side fly showcase
(unbuilt) nudged wood steps over (seems like an old bug, yeesh)
(unbuilt) underside faces present in green flower pot, atm
tone touch fog a touch?

Update: 2 Aug, 2020 @ 8:21pm

- fixed immovable props on the shelves per request
- extracted all the glass faces (either side), they might have all been one mesh.

Update: 23 Nov, 2019 @ 12:14pm

adjusted a light, fixed panarama height, changed a prop to static, blah blah. stuff I would have skipped if I didnt have to fix the soundscape entity.

Update: 23 Nov, 2019 @ 12:31am

Created byteframe4-Pretty_Penthouse.