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It's also possible to do move the the texture coordinates around with material expressions.
Can't find anything on how to make this grid, size, formats.
Maybe you know some tut or link to shed some light ?
For the grid, you'd just put the number of rows/columns in the material settings, so any kind of grid should work. I don't think there is any documentation for either way.
Bashing my head against the wall for now.
Lots of dents, not in the wall...
https://www.reddit.com/r/GIMP/comments/6zgz4s/how_to_tile_layers_automatically_into_a_single/
Rectus- Thanks once more! Your generous sharing of knowledge in these forums has played a role in many of the new skills I have gained.
My brain is shutting down it seems, i'll ha ve a fresh look at this tomorrow and hopefully make some sort of progress. Thx again mate.
I'll look into the texture grid today and report back.
Cheers for the help guys.
I made a static material and, with the help of Rectus' advice, an animated flickering version. Both turned out great. I had previously used a solid white emissive texture for my light covers. Even though the animated flicker isn't synchronized to the flickering spotlight, it's a big improvement. I'll probably tackle the synchronization in the future, but I'm learning one step at a time.
All i need now is some basic animations like doors and i can't get the audio to work yet which is very annoying.
I'll check out both your rooms for sure !
I'd be a bit careful about using blinking lights though. A lot of people are sensitive the them, and it's harder to look away in VR. Often you can get a nice spooky effect by just blinking the fixture itself.
Also, I noticed an issue with the elevator. It' seems to assume that you are in the center of the playspace. You can fix that by using the x and y coodinates from player:GetHMDAvatar():GetOrigin() along with the z coordinate of player:GetOrigin(), and it will give you the ground position under the players head.
Loving the concrete map and all the functions of buttons and walls etc!
I can see this evolving in some eerie macabre subterranian maze with hidden rooms and secretive experiments :D
The golf was a bit weird at first with the golclub handling but i got to score a few holes.
Did you try to set the club as a tool so it gets placed perfectly in a holding position when you grab it ?
Also if you have trouble with holding and freezing items try creating a lower res collision mesh.
The first interactable objects i made froze in the air a lot untill i changed the coll mesh to convexified meshes
Anyway, good work sofar and love to see it grow !