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Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby SolarPortal » 01 Dec 2015, 22:35

Hey Devs,
Well, Its the 1st of December which means a jolly fat man will be with us all at the end of the month... lmao :D

Anyway, we have a brand new version for you all to play with which has many new features and bug fixes for you which should enable many of you to get on with your developments again :)

Changelog here:
http://home.aurasoft-skyline.co.uk/changelog-archive/skyline-changelog-v0-9-7/

As Usual, we are happy to receive your comments and feedback and there are some recent forum posts which we will focus on for the next release :)

Thanks and enjoy your development :D
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby TattieBoJangle » 02 Dec 2015, 15:14

Ooo I will need to give this a test now :)
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby SolarPortal » 02 Dec 2015, 17:18

Cool, well i hope it works for you :)
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby CreativeOcclusion » 02 Dec 2015, 17:33

Lighting is really messed up...I guess it is the ambient light...When turning around light flashes brighter and darker...ambient light is brighter when playing in editor than the level it was set in editor...makes the textures look bad on the walls and some models...might have something to do with shader changes...I will try to get a video up if you need it...In 9.7.4 I could set the ambient in render settings and it would be the same in game...There was also no flashing of light going from lighter to darker...

EDIT...Here is a video...
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby TattieBoJangle » 02 Dec 2015, 18:01

Yea I have noticed the spot light has changed and has a range type of thing
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby CreativeOcclusion » 02 Dec 2015, 18:07

Yea I have noticed the spot light has changed and has a range type of thing

I didn't notice this yet...I don't think that is the problem in the above video, but thanks for pointing it out...

Are you talking about the outerangle innerangle and falloff...?
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby TattieBoJangle » 02 Dec 2015, 18:13

I do think its a bug tho as a spot light adds light to the full scene ;) other than the lights I'm loving the other add-on's your a wizard harry a wizard :lol:

here is a video on top of the one above :)

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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby TattieBoJangle » 02 Dec 2015, 18:23

Are you talking about the outerangle innerangle and falloff...?


yea mines is acting different when you del your directional light does your models go black ?
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby StarFire » 02 Dec 2015, 18:27

The lighting issue has emerged due to the main shader being fixed. The previous version had ambient issues ie if you used a spot light with no directional the ambient light was only in the lights visible spot which is incorrect. This meant turning up the ambient didn't affect the rest of the environment which is incorrect. Now the ambient floods the environment regardless of the light ( correct ).This has created a few minor issues in that the lighting attenuation required re balancing and earlier lights became over bright.
Possible solution is to grab the attenuation data from the default spot and add it to your own.

The rotation lighting error is a head scratcher :? not sure why this would be the case??

If you can not resolve the lights we can PM you the old base shader to over right the newer version. This would keep your lighting as it was. As for that there has been no other changes.
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby StarFire » 02 Dec 2015, 18:30

Thought I would mention that your scenes were in total black so none of these other popping would have been visible, also why we have never notice the errors. Now we know they are they they have a chance of being fixed :oops:

Try Dropping your ambience slider and it should be as it was.?
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby TattieBoJangle » 02 Dec 2015, 18:36

Possible solution is to grab the attenuation data from the default spot and add it to your own.


Yea this is a new default spot that is being used even on a empty scene 2-4 spot lights fill the entire scene making it washed out here is just 4 small spot lights

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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby CreativeOcclusion » 02 Dec 2015, 18:42

Try Dropping your ambience slider and it should be as it was.?

Yes like in the video, when ambient is at 0 It works better...but I do not want 0 ambient...I would like to have a little bit of ambient...I would also like to have the ambient the same in game as I set in the editor...I will try the recommendations you have given...Thanks
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby StarFire » 02 Dec 2015, 18:47

Ambience can also be adjusted by using a darker ambient color. May help :)
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby CreativeOcclusion » 02 Dec 2015, 18:50

yea mines is acting different when you del your directional light does your models go black ?


I find that all the basic geometry models that come with the engine such as cubes, capsules, cylinders ect...All turn black...I guess it has something to do with material...not sure...If you import a model it will not turn black...confusing...

I am wondering if this engine is ready for a dark game like mine...seems to need directional light a lot....
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby TattieBoJangle » 02 Dec 2015, 18:56

I am wondering if this engine is ready for a dark game like mine


I'm in the same boat m8 as like yours it needs to feel a certain way ;)
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby CreativeOcclusion » 02 Dec 2015, 19:13

I think it will all be fixed, but will take some time...I don't really want to use another engine...I like SkyLine...
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby TattieBoJangle » 02 Dec 2015, 19:19

Yea I agree m8 it needs lightmapping or something along they lines all in time as you say :)
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby SolarPortal » 02 Dec 2015, 19:55

yes, we have plans in motion to make it all work. But as you say time is the key factor.
We have managed to get some great ambiences and lighting, but it does take some tweaking to get right apart from the occasional bug.

I think it will all be fixed, but will take some time...I don't really want to use another engine...I like SkyLine...

thats great. If you want, i will send the old shaders to you so it goes back to looking dark again. Skyline still has some work to do in this area as until now we have focused on features and bugs and built the shader for what we were making and what users are making, but it all will be possible in the future :)
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby CreativeOcclusion » 02 Dec 2015, 20:25

If you want, i will send the old shaders to you so it goes back to looking dark again.


No, this won't be necessary...I think it would become a hassle with each update...I think the lighting will get better over time...I will find work-arounds until then...Keep up the great work...Thanks
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby StarFire » 02 Dec 2015, 21:56

Just had a quick play and the ambient section of the Uber shader fails when outside the lights cone of influence.

Ambience: To get you scenes to have no black objects when outside the light set the Render Panels ambient mode to No.4 - Basic Ambient. This is a quick temp solution. You will lose GI in the ambient portions but as these games rely on the black atmosphere this should not be a problem ;)

I will try to set up a corridor atmosphere and see what happens! ;)
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby CreativeOcclusion » 02 Dec 2015, 22:01

set the Render Panels ambient mode to No.4 - Basic Ambient.


This is the setting I have been running my game in...it has changed since the update...now I have to run it with ambient set to 0(zero) it is ok but very dark...does not allow player to see anything coming from side at all...
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby TattieBoJangle » 02 Dec 2015, 22:21

The lights don't seem to work on the terrain for me, also how do I stop it from lighting up the whole world with just 1-2 spot light lol I have tried all the usual setting

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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby StarFire » 02 Dec 2015, 22:26

Just out of curiosity Tatty did you remove the directional light!
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby TattieBoJangle » 02 Dec 2015, 22:27

Yea it seems to be a bug when multiple lights are used
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Re: Skyline Release V0.9.7 Release 5 - Pandora (01/12/2015)

Postby StarFire » 02 Dec 2015, 22:33

The terrain requires the multi light setting to be enabled to manage multiple lights.

If using a normal scene and adding multi lights; change the render panels ambient option to multi light.
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