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Prototype scene with visual effects

by Dallas 7. November 2012 09:56

Showcases another new prototype region:

 

- The Amsterdam Corner Street.

 

Throughout the video he will be highlighting some neat features.

Tags:

Demonstrations

Comments (10) -

Sexy
Sexy United States
11/11/2012 7:46:12 AM #

I'm loving the new client. So many perks!!!!!!  Just wish ol friends were still around to see how much RLC has grown.....

Syure_AE
Syure_AE United States
11/12/2012 6:17:49 AM #

Once the client is released i think friends of old will start to come back to at least check it out.

Tammy
Tammy United States
11/12/2012 2:03:10 PM #

I have a progressive-part question for the Dev team regarding the lighting primarily. A d a quick question as well.

Quick question first.
Will there be an Uther Time? What I mean is, will there be an in-game clock that has the same time regardless of what real world time zone you are in?

The more complex question.
The shadows are gorgeous, but I'm super curious as to whether the lighting is set as a static time, or, if I were standing in the Amsterdam Corner Street for an hour, would the lighting change to depict passage of time? I guess put simply, will there be gradual morning to mid-day to evening changes in the lighting or will it be static as it is now?

IF the new lighting does progress with the passage of time, would this then lead to the possibility of precipitation changes that affect the entire world in a gradual manner, like a thunderstorm rolling through the world and hitting the Theater twenty minutes before hitting the Amsterdam Corner Street to use your examples? Or could it lead to seasonal changes such as autumn leaves or snow? I think it would be fantastic, perhaps unprecedented, if the world had it's own automatic seasons as the real months pass by.

One last note and perhaps the most rewarding for you;
The train station transport looks wonderful! Even disregarding all of the lighting and everything that the new client will have to offer. If we all logged on one day to find something similar to that, but with the current UV Engine of course, I believe a transport makeover that reflects the new clients structural feel would not only be incredibly welcomed by members, but would also excite them, and also allow them to become familiar with the general layout before the new client arrives. And I know a train station transport such as the one featured in the video can be made in the current client. I built one almost identical to it using primitive props. The video updates are wonderful, but I think I speak for every last member in saying we'd really like to "experience" something in world, of a "toned down" lame version of what you have in store for us. If you are trying to tease us and get us interested, that will do it one hundred times more effectively than just videos (which again, are great to see). I would love to walk through a "current copy" of any of those places, without the lighting and other perks. Give us a demo region to walk through or something, a transport where we load into would be best because everyone would see it.

Just my 2 cents (okay, maybe 6?)

dallas
dallas United States
11/15/2012 11:31:51 AM #

Hey Tammy,

Great questions and I am so sorry I didn't see these questions before I posted Vlog 4. I will answer these questions in next weeks vlog. Thank you for the questions.

JimC
JimC United States
11/15/2012 11:56:09 AM #

Looking good!
Unity=Love

Syure_AE
Syure_AE United States
11/15/2012 3:46:07 PM #

IF that is possible i would think that it would push RLC so far ahead of everyone else all they would see is our foggy asses in the distance!! lol

Tammy
Tammy United States
11/19/2012 12:37:46 AM #

Syure,
Well I am NOT a part of the Dev team, though I'll be the first to admit that I wish I was. So nothing I say is official and I've never actually worked inside Unity Engine before. Nor do I represent anyone at the company.

That said;

I think "progressive lighting" may be possible. My thought is utilizing the real-time hard shadows from a light point, the light point being a sphere (the sun in the sky) that orbits very slowly on a rotation animation. This can sort of be done now, except for the lack of real-time shadowing that Unity employs, but you can make a moving light source in the current engine. It just does not render correctly due to the limitations. And naturally, my thought on the "orbiting sun" hinges entirely upon the rotation flexibility and/or limits of Unity. If you deco and use the rotate scripts you know what I mean. But until we hear from Dallas in the next Vlog, my creative juices are flowing about how to make progressive lighting work in Unity. It most certainly CAN be done. I'm just curious if it can be done with Unity.

Seasons and snow fall is an entirely different ball of wax because it requires a "timer" on an annual scale, not just a universal clock as I inquired about, but an actual "count down" and you have to remember this is a rendering engine. I'm less inclined to believe that seasonal changes that are automatic and world wide are going to be possible without end-user making those changes as they must do now.

Patrick
Patrick Canada
11/19/2012 6:06:48 AM #

We actually do have a system in place for dynamic lighting and a day/night cycle.

The time keeping does have "seasons" which result in different weather conditions being more prevalent than others at certain times of the year, so there is definitely the possibility to do just what Tammy described.

Syure_AE
Syure_AE United States
11/19/2012 9:28:59 AM #

Tammy i totally hear ya. I was just giving it the great idea plug!!! Just the shear thought of actual changing seasons is an awesome concept. i do hope that if not at this current time that in the future it will be able to be implemented. Now im not talking making snow angels and snowball fights (although that too would be sweet) but to see snow falling and maybe collecting on the surfaces (or set a season instance already deco'ed for each season) would really bring this world to the border of reality.

dallas
dallas United States
11/22/2012 5:46:28 AM #

Patrick is part of the development team here at Utherverse and his response answers your questions about lighting and weather.

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