Destinations

Destinations

Beach Sunset
40 Comments
Vic DeLeon 27 Sep, 2017 @ 2:01pm 
Sweet man thank you I will try to get it going in my map
Rectus  [author] 27 Sep, 2017 @ 1:38pm 
There is no proper water support built in. I use a script to apply physics impulses to simulate buoyancy and drag when something goes under the water level. Here is the latest version (not sure if it works with the old Destinations version): https://github.com/Rectus/destinations_range/blob/master/scripts/vscripts/beach/map_scripts/beach.lua

Just setting it as you map script should make anything below z = 0 act as water. It uses some custom particle effects for splashes.
Vic DeLeon 27 Sep, 2017 @ 1:13pm 
Hey Rectus where did you find info on how to set up the buoyancy to the water surface? I'm trying to do this for a map we will be releasing soon and can't find anything about it.
Rectus  [author] 16 Apr, 2017 @ 1:06am 
I set up procedural materials using Cycles and the node system. There are several procedural texture inputs avalable, and the node system allows you to mix and modify them in many different ways. To bake it, I just assigned the material to a U/V mapped plane.
Rymd 15 Apr, 2017 @ 5:06pm 
How do you generate textures thru blender ?

I didnt know you could bake diffuse from nothing
Rectus  [author] 1 Feb, 2017 @ 2:19pm 
Updated to fix the water, although I can't get it to look nearly as a good as before.
Cargo Cult  [developer] 16 Dec, 2016 @ 5:23pm 
Forgot to thank you for the watery inspiration - this scene, along with ToitagL's Corsica scene, were definitely in my mind when I was taking photos for the Tower Bridge one in Destinations.

Nice work!
Rectus  [author] 24 Nov, 2016 @ 10:42pm 
That's awesome. I'm always worried that the water will be immersion breaking.
Lawrence 24 Nov, 2016 @ 6:07pm 
Great work sir. Just put my mother in law in this destination and she's been happily enjoying the sunset for the last 10 minutes!
Rectus  [author] 23 Sep, 2016 @ 11:49am 
Updated, you can now teleport into the water again. I also added a working flashlight prop.
Rectus  [author] 12 Aug, 2016 @ 10:40am 
Thanks!
Lawrence 12 Aug, 2016 @ 10:38am 
Looks great, nice update!
Rectus  [author] 12 Aug, 2016 @ 10:25am 
Update released:
- Added skybox and improved lighting.
- Added normal maps to the waves.
- Optimixed texture sizes.
- Buoyancy calculations now take the approxiamte volume of the prop in consideration (still not mass though).
Rectus  [author] 12 Aug, 2016 @ 2:23am 
It works now. Thanks for the fix.
Lawrence 11 Aug, 2016 @ 5:33pm 
Hey Rectus,we just updated Destinations with a fix for the env_sky issue. Check it out and see if it helps.
Rectus  [author] 10 Aug, 2016 @ 1:03pm 
Not sure, it wouldn't look very good since I'd need to make a new sky without the orange parts.
bloodhound 10 Aug, 2016 @ 12:59pm 
Would you consider releasing a test version of this? (maybe as a separate release, where you tried the particle effect)
Rectus  [author] 9 Aug, 2016 @ 2:54pm 
Yeah, although the sunset is one of the main attractions here so it wouldn't really work in this case. The only real issue with it currently is the specular highlight from the light_directional, being able to turn it off for only the ambient lighting and cubemaps would be really nice.

I tried a sun particle effect that follows the player around on a set distance too. It worked okayish, but it probably won't work now that it's multiplayer.

It shouldn't be hard to get good preformance on a clear sky at least, the clouds seem like the trickiest part.
Ṭoyoka 9 Aug, 2016 @ 10:06am 
The trick with having a sun that looks passable is to limit the perspective you can look at it from. My Destiantion (Ocean - WIP) had a similar issue, which I solved by limiting where the player is able to go within the Destination and using subtle lighting and mesh placement to mimic a sunset from the perspective that the player is limited to. Of course, getting a totally realistic sky is not very easy since performance is easily affected when adding detail.
Rectus  [author] 5 Aug, 2016 @ 2:32pm 
Not that I've seen at least.
MarcusC 5 Aug, 2016 @ 2:29pm 
Do they happen to have any exmple code that shows it and works?
Rectus  [author] 5 Aug, 2016 @ 2:03pm 
Tried it again. The Sky shader gives a wrong version compile error. Trying with the VR shaders or the stock skysphere textures doesn't work either. The sky is just black, with no effect from the entity.
Rectus  [author] 5 Aug, 2016 @ 1:47pm 
Yeah, that's the ones I followed. I don't seem to get any effect from the env_sky. I'll test again in case there's anything I missed.
Lawrence 5 Aug, 2016 @ 1:36pm 
Hey Rectus, you mentioned that skyboxes aren't working properly? Have you seen these instructions? https://developer.valvesoftware.com/wiki/Destinations/Getting_Started#Add_a_Sky
Rectus  [author] 5 Aug, 2016 @ 1:03pm 
The devs read the discussions, posting there should work for letting them know. They probably know about it already though, all their stuff use the same way for skies as this one.
bloodhound 5 Aug, 2016 @ 12:57pm 
Again, just curious, do you know where would be the best place to escalate this concern to valve? Skyboxes and realistic light reflection on textures/surfaces/objects are important
bloodhound 5 Aug, 2016 @ 12:47pm 
Hmm, seems to be a pretty big blindspot on Valve's end. Given the potential for this app and photogrammetry derived vr in general i'd hope they'd fix this soon. I'm going to follow you, looking forward to more destinations by you
Rectus  [author] 5 Aug, 2016 @ 11:51am 
Seems to be an application limitation. One of the tutorials talks about adding a skybox, but it doesn't seem to be working. It might be a VR shader issue.
bloodhound 5 Aug, 2016 @ 11:06am 
Thank you for clarifying, it's a shame that's the case. Otherwise, really good destination. Is this an engine limitation or application limitation (just curious, not game dev)
Rectus  [author] 3 Aug, 2016 @ 11:28pm 
Thanks. The sun reflection is a limitation with how the sky is set up. Properly projected skyboxes don't work and the sky is too close to the player, so the sun moves depending on the perspective.
bloodhound 3 Aug, 2016 @ 7:11pm 
Good destination. Feedback: when facing the water, if you stand far to the left of the transportable area, the light from the sun doesn't reflect properly off of the water. The purple reflection is offset from the sun.
MarcusC 3 Aug, 2016 @ 11:27am 
I'll cjeck it out.
Rectus  [author] 3 Aug, 2016 @ 11:23am 
I managed to make some waves. They don't blend in that well with the water, not sure if it's possible to fix.
Rectus  [author] 1 Aug, 2016 @ 10:46am 
Yeah, that's how I generally do things too. In this case what I can do is pretty much limited by the game engine though.
MarcusC 1 Aug, 2016 @ 8:35am 
I also have no clue. I don't do 3D art. But I do 2D art. And when I can't figure things out I simply do a Google/Bing search. ;)
Rectus  [author] 1 Aug, 2016 @ 7:59am 
Good points. I have no ideas on how to make waves really. The whole water itself is hacked togehter since there is no working water shader.
MarcusC 1 Aug, 2016 @ 7:46am 
My only problem with this beach is the water touching the shore. No waves. The water texture just goes upto the shore. It moves in and out. But its the same texture as it is 20+ feet off shore. And the sand is the same. Shows no sign the water is touching it. I Love the rest of this beach And have even set this as one of my favrites. I hope you can fix this part though.
Rectus  [author] 1 Aug, 2016 @ 6:53am 
Maybe. If it's possible to do I'll try to put it all in the same map.
Acrilix 1 Aug, 2016 @ 6:46am 
Great job. Any chance of some other variants, like a nice sunny day version.
MarcusC 31 Jul, 2016 @ 1:17pm 
This is one of the type of destinations I have been waiting for. Thank you. :)