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Neighborhood02/Kirel Update #250

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All the fixes introduced so far:

Version 1:
Fixes:

  • Move Guild decorations to new PRP (krelGuildDeco)
  • Fix mirrored GZ GPS
  • Fix mirrored islands in lake
  • Remove backwards and unnecessary stone in upper balcony
  • Minor texture UV fix to archway with GoW deco

Enhancements:

  • Reactivate Private Room and Classroom doors

Version 2:
Fixes:

  • Reactivate "Incidental" on all kickable sounds
  • Fix Nexus Book mesh's Linking panel
  • Adjust imager layers so text actually displays
  • Adjust collision and seek points on one set of Book room doors
  • Adjust rotation of other door's interior OneShot
  • Remove currently-non-functional FunkRamp from yellow lamp flares
  • Adjustments to the lighting on the private room doors
  • Fix lighting outside one set of Book room doors so it's not as jarring
  • Fix collision in same location at floor transition to avoid toe-stubbing
  • Make parts of the classroom floor fully opaque
  • Adjust UV mapping of stars on classroom ceiling
  • Fix OneShot of private room 01
  • Flip Barricade collider faces to keep kickables out, not trap them in
  • Adjust VCol lighting at top of flight of stairs near auditorium to make sense
  • Bring light garden water level down a bit
  • Fix cracks flickering in private rooms
  • Add kickable collider next to Greeters table
  • Redo skydome UV mapping to remove streaks
  • Adjust diffuse on walls near game room to ungreen them

Version 3:
Fixes:

  • Adjust blending of the Maintainer's info leaflet to see it when cursor is over avatar
  • Make table lantern lamps real-time to properly light certain things
  • Adjust some lamps to actually cast light onto the avatar
  • Remove VisRegion set on classroom door to avoid it vanishing
  • Fix lighting on inside of private room 3's doors
  • Make guild banners double-sided
  • Adjust diffuse of folding chair cushion material to make them less dark
  • Fix railing pattern on balcony
  • Fix UV mapping in Book room door grooves/traps
  • Adjust the Bahro boat animation (SDL state is wired and should be working)
  • Rotate another texture UV map at game room door
  • Rotate texture in alcove with GoW deco
  • Move lingering deco objects to proper page
  • Fix lighting for some windows on the waterline that are full white
  • Adjust diffuse color for private room doors to make them darker
  • Fix coffee mug material
  • Fix balloon strings to be lighter
  • Turn off low res version of water to remove "ice layer"

Version 4:
Fixes:

  • Adjust diffuse of folding chair cushion material to make them less dark
  • Fix conflicting textures with railing and flares
  • Make the yellowish lamp flares a bit more transparent
  • Fix paper lanterns' lighting
  • Remove animation from bottom sections of private doors 2 and 4 for proper lighting
  • Take another crack at the private room cracks meshes and shrink them away from the walls just a bit
  • More adjustments to railing decoration passindex
  • Properly light private room track lighting on floors, walls and ceilings.
  • Animate ticker carousel texture to match rotating text
  • Move aforementioned carousel to GuildDeco PRP
  • More light to the grey GoW baloons
  • Fix slight UV mapping weirdness on pillar outside of auditorium
  • Raise collision on pillars outside auditorium (was unable to recreate camera weirdness in Destiny)
  • Fix passindex of railing pattern at water level
  • Fix UV mapping in private room entryway
  • Get rid of some full bright vertex lighting in private rooms
  • Deactivate FunkRamp from waterline lamp flares
  • Add kickable blocker next to GoW table

Version 5:
Fixes:

  • Adjust cone UV mapping
  • Finally fix railing decoration
  • Put black shapes around classroom and private room to prevent seams and avatar transparency issues
  • Add large lamp for paper lamps for paper pagodas near GoMe and GoMa tables
  • Reverse kickable blocker near GoW table
  • Fix shadowing in private room by using both lightmap texture and VCol
  • Use old lightmap texture from CC Kirel in classroom to remove dark corner
  • Fix more classroom door/VisRegion madness

Version 6:
Fixes:

  • Remove all VisRegion controls from classroom door and hope for the best
  • Adjust UV mapping for D'ni numbers in classroom.
  • Update Nexus Book Linking panel
  • Fix blending of water bottles
  • Remove "Seed" (egg) sculpture emissiveness
  • Also remove emissiveness from streamers
  • Adjust collision so as not to pass through Book room doors
  • Rotate UV mapping of some windows to match the majority
  • Remove lightmapped shadow of the one desk ** Add new shadow meshes for existing three desks so they can be moved if desired
  • Light Eddie and the cones in real-time
  • Rebuild missing faces on classroom/private room overhand above stairs to light garden
  • Adjust the islands out on the water to face properly
  • Fix look and path of creature in water
  • Turn off light garden's real time shadowing for performance

Enhancements:

  • Add new RT lamp in auditorium to brighten it up.
  • Make metal globes on "speakers"(?) slightly emissive to explain new light
  • Add water meshes and sfx to fountain set to SDL (nb01FountainWaterVis)
  • Add spotlight lamps for the fountain spotlights to properly light the avatar
  • First try at brightening the classroom
  • Add AGM banners by Keith "Tweek" Lord
  • Bring EDDIE to the party!

Version 7:
Fixes:

  • Brighten private room entry door
  • Fix GoC shirt blending
  • Fix UV mapping of classroom "roundalls"

Version 1:
Fixes:
- Move Guild decorations to new PRP (krelGuildDeco)
- Fix mirrored GZ GPS
- Fix mirrored islands in lake
- Remove backwards and unnecessary stone in upper balcony
- Minor texture UV fix to archway with GoW deco

Enhancements:
- Reactivate Private Room and Classroom doors

Version 2:
Fixes:

* Reactivate "Incidental" on all kickable sounds
* Fix Nexus Book mesh's Linking panel
* Adjust imager layers so text actually displays
* Adjust collision and seek points on one set of Book room doors
* Adjust rotation of other door's interior OneShot
* Remove currently-non-functional FunkRamp from yellow lamp flares
* Adjustments to the lighting on the private room doors
* Fix lighting outside one set of Book room doors so it's not as jarring
* Fix collision in same location at floor transition to avoid toe-stubbing
* Make parts of the classroom floor fully opaque
* Adjust UV mapping of stars on classroom ceiling
* Fix OneShot of private room 01
* Flip Barricade collider faces to keep kickables out, not trap them in
* Adjust VCol lighting at top of flight of stairs near auditorium to make sense
* Bring light garden water level down a bit
* Fix cracks flickering in private rooms
* Add kickable collider next to Greeters table
* Redo skydome UV mapping to remove streaks
* Adjust diffuse on walls near game room to ungreen them

Version 3:
Fixes:

* Adjust blending of the Maintainer's info leaflet to see it when cursor is over avatar
* Make table lantern lamps real-time to properly light certain things
* Adjust some lamps to actually cast light onto the avatar
* Remove VisRegion set on classroom door to avoid it vanishing
* Fix lighting on inside of private room 3's doors
* Make guild banners double-sided
* Adjust diffuse of folding chair cushion material to make them less dark
* Fix railing pattern on balcony
* Fix UV mapping in Book room door grooves/traps
* Adjust the Bahro boat animation (SDL state is wired and should be working)
* Rotate another texture UV map at game room door
* Rotate texture in alcove with GoW deco
* Move lingering deco objects to proper page
* Fix lighting for some windows on the waterline that are full white
* Adjust diffuse color for private room doors to make them darker
* Fix coffee mug material
* Fix balloon strings to be lighter
* Turn off low res version of water to remove "ice layer"

Version 4:
Fixes:

* Adjust diffuse of folding chair cushion material to make them less dark
* Fix conflicting textures with railing and flares
* Make the yellowish lamp flares a bit more transparent
* Fix paper lanterns' lighting
* Remove animation from bottom sections of private doors 2 and 4 for proper lighting
* Take another crack at the private room cracks meshes and shrink them away from the walls just a bit
* More adjustments to railing decoration passindex
* Properly light private room track lighting on floors, walls and ceilings.
* Animate ticker carousel texture to match rotating text
* Move aforementioned carousel to GuildDeco PRP
* More light to the grey GoW baloons
* Fix slight UV mapping weirdness on pillar outside of auditorium
* Raise collision on pillars outside auditorium (was unable to recreate camera weirdness in Destiny)
* Fix passindex of railing pattern at water level
* Fix UV mapping in private room entryway
* Get rid of some full bright vertex lighting in private rooms
* Deactivate FunkRamp from waterline lamp flares
* Add kickable blocker next to GoW table

Version 5:
Fixes:

* Adjust cone UV mapping
* Finally fix railing decoration
* Put black shapes around classroom and private room to prevent seams and avatar transparency issues
* Add large lamp for paper lamps for paper pagodas near GoMe and GoMa tables
* Reverse kickable blocker near GoW table
* Fix shadowing in private room by using both lightmap texture and VCol
* Use old lightmap texture from CC Kirel in classroom to remove dark corner
* Fix more classroom door/VisRegion madness

Version 6:
Fixes:

* Remove all VisRegion controls from classroom door and hope for the best
* Adjust UV mapping for D'ni numbers in classroom.
* Update Nexus Book Linking panel
* Fix blending of water bottles
* Remove "Seed" (egg) sculpture emissiveness
* Also remove emissiveness from streamers
* Adjust collision so as not to pass through Book room doors
* Rotate UV mapping of some windows to match the majority
* Remove lightmapped shadow of the one desk
 ** Add new shadow meshes for existing three desks so they can be moved if desired
* Light Eddie and the cones in real-time
* Rebuild missing faces on classroom/private room overhand above stairs to light garden
* Adjust the islands out on the water to face properly
* Fix look and path of creature in water
* Turn off light garden's real time shadowing for performance

Enhancements:

* Add new RT lamp in auditorium to brighten it up.
* Make metal globes on "speakers"(?) slightly emissive to explain new light
* Add water meshes and sfx to fountain set to SDL (nb01FountainWaterVis)
* Add spotlight lamps for the fountain spotlights to properly light the avatar
* First try at brightening the classroom
* Add AGM banners by Keith "Tweek" Lord
* Bring EDDIE to the party!

Version 7:
Fixes:

* Brighten private room entry door
* Fix GoC shirt blending
* Fix UV mapping of classroom "roundalls"
* Adjust flare colors in blue outside lamps and blue auditorium lamps
* Rotate AGM banner bases for logical texture "reflection"
* PassIndex of shadows and rugs
* Rug footstep regions
* Adjust blending of GoC shirts so avatar doesn't blend over them
* Fix seam in corner in path to auditorium
* Change diffuse on small, round lamps on windows
* Move paper lantern flare by GoMa table to proper position
* Touch up lighting on stalactites outside of auditorium
* Fix fireflies around lamps
* Animate emit of blue and green lamps
* Adjust Z position of the door clickables
* Replace D'ni number strip with proper one from hoods
* Fix gap between lake balcony and rock face
* Adjust collider on one of the blue garden lamps to keep avatar from getting stuck
* Add lamp for central light fixture in garden
* Fix some wayward collision on classroom roof (just in case)
* Remove odd geometry between light strips near entrance of private room area
* Switch Nexus Book pedestal's pattern to reflective version (CEM)
* Add DRC stamp to Nexus Book mesh to match GUI
* Replace Linking Book paper texture with less yellowish one
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