SteamVR

SteamVR

byteframe8-Rustic_Restaurant
Showing 1-5 of 5 entries
Update: 24 May @ 9:24am

turned as many props as possible into destinations_physics

Update: 2 Jun, 2023 @ 9:48am

rebuild lightmaps with 8k resolution
redo kitchen scene texturing and texutring,
ensure+sweeten lighting now baked and
reconfigure directional and like priority
trimmed selection sets
added critters
meaningful and fixed biasing collates
large campaign to buldg and curve window frames,
cut outside dust particles and terrain subd in half
missing flower pot now upscaled
deinstance and merge walls for seamless retexturing,
moderate prop fiddling and grading
(re?)added steamvr tv panels in bar tvs
added new flower pot mesh and hover junkers statue at red curve
added more music (HIA)
ERRATA=ceiling should be split for cubemaps

Update: 5 Nov, 2022 @ 9:03pm

raised music volume

Update: 5 Nov, 2022 @ 4:13pm

music track added to soundscape (Higher Intelligence Agency - EZ Wider)
reapply textures with some scale downs and improvements
centered all cubemaps
smoothed normals of bar table and window black metal
adjusted kitchen lighting for contrast
adding punchout for light in middle barrier
set indoor lights to baked (no specular) losing almost nonvisible kitchen flicker {*}
positioned enviornmental light for flood in main rooms, and adjust for 'rising dawn'
change spotlights to use 4 smaller lights with flashlight cookie
change to lightmapvolume and hide importance
moved junk selection sets away
fiddle with playerstart
removed all none earth/paint subdivision
dissolved superflous lines (only the floor was grid based) fixing many broken lines and stray faces
painted non visible faces of building hull with blocklight tool texture
reorganize floor and wall mesh segments to fix many errors and play to cubemaps
squish wall lines at floor and ceiling
making floor thick seems to stop light coming from under wall meshes (instead, wall meshes should have BL bottoms)
remade roof now thick with blocklight, segmented, on the indside, with 1 inch extension, and also curl around the building more to avoid being seen by the player
moderate amount of instancing for house mesh components
heavy ammounts of (mostly 'lossless') mesh work, cleanup, organization and some rearchitechturing
enough of a full rework on booth frame mesh to be worthy of note (and window metal)
delete other side of windows seemingly not hit by sun, also seperate by 2 inches in front where it is
removed cubemap in sitting area and by exit door
reapplied fairly small set of map textures, with wood trim peel similar to #10
fix swaying with space farm weeds in main living wall
adjust lightmap bias and with best effort attempts to record with selection sets (not much and ceiling is default) *
imported 2 new destinations tools from #9
bevel concrete window openings and diner arch

Update: 11 Jan, 2020 @ 8:49pm

Created byteframe8-Rustic_Restaurant.