SteamVR

SteamVR

byteframe5-Leisure_Lodge
Showing 1-7 of 7 entries
Update: 28 May @ 6:19am

turned as many props as possible into destinations_physics

Update: 12 Jun, 2023 @ 2:29pm

steamvr panels (+0.375 offset) entity only build correction (missed office)

Update: 12 Jun, 2023 @ 2:24pm

steamvr panels (+0.375 offset) entity only build correction

Update: 2 Jun, 2023 @ 8:26am

rebuild lightmaps with 8k resolution
turned off bathroom flicker and bake light
fix some outside blocklights
adjust position of hanging weed near bathroom door
higher stalagtite res
minor prop fiddling
adjust reach of lightmap space mesh to include marble window sill
brighter sun 0.8 to 1.2 and tint adjustment
ERRATA= hanging prop still broken, and might need to double check adjacent wall heights and/or nearest (in height) blocklight strip

Update: 5 Nov, 2022 @ 8:32pm

lowered music volume

Update: 5 Nov, 2022 @ 5:15pm

music tracks added to soundscape: Ruxpin Avalon #3,8,9,13
make door handle animate along with door in office
rebase map contents to align with origin and adjusted soundscape
resized and retextured style of marble floor
small ammounts of prop adjustments and flourishment
ensured alignment of mesh segments with decent amounts of general optimisation
improve look and layout of aquarium, stairs, touch up usual custom meshes, untangle central mesh, add more texture detail to pillars, etc
change to lightmapvolume and hide importance
set all lights to baked (no specular) (except for bathroom strobe), losing stove and campfire flicker
add trick skylight into central area and try to angle sun for more flood with more skybox tint (etc?) for a look of dusk time
collect props with disabled shadows that wont bake (are are unwanted to)
adjust lights and assosicated props to be more diffuse, warm, showcasey etc
align many textures against a common plane for easy and improved retexturing
redo and embelish outdoor area and smooth displacement interactions
interconncet, repaint and displace cave area
removed unneccessary subdivision for lighting (not much this time, and was used mostly on important faces) and whole of chimney, door stops
disolved superflous lines mainly from the grid for vertex lighting
made roof solid and thickened faces in vestibule (and safety extension) and bathroom with light_block tool material
fixed that missing hand model (again)in bathroom
instanced pillars, wall meshes, etc
used soft normals on poles and various other places, bevel glass panes with aluminum
deleted random stray meshes not junked including a copy of fireplace rail
redo fire exstinguisher cabinet prop to mesh conversion
move playerstart into vestibule
applied block light tool texture to non visible faces facing the outside of the map
remade fireplace (including unncessary double sided glasse panes), splitting into 3 topologies
reworked curved window section with assosicate fixups to pillars and hidden inner faces
heavily reworked office wall opening curve
split a small number of inside wall segments in half per cubemaps
corrected glass railing inside being transparent
fix missing faces on vr panel mesh conversion and reapply releavant metal texture
adjust lightmap bias and with best effort attempts to record with selection sets (reduce center mass)
gave critters and other dynamic objects life and added avians near outside
added outside brick material where needed and continued to tuck away visible ceiling faces from the player
remade office curve to be 16 steps
ERRATA: light can leak under/around wall meshed, but only does so inside once'
double lamps only using one light
office bookshelve not against the wall

Update: 2 Dec, 2019 @ 4:31pm

Created byteframe5-Leisure_Lodge.