This week I continued working on the map, running into some issues/learning opportunities with the new shelving units behind Mangle. I also remade the shoplifting warning sign and made a sign for Mangle's shelves and finished all the modules boxes so that they all have unique text and use the new style I switched to which uses Unity to generate. I also fixed and polished up Springtrap and Foxy's photo a small amount (more details in Discord).
So when making Mangle's shelves I had a particular style in mind of modular shelving units which are made of rolled steel with punched holes on the end. What I wasn't aware of was the intricacies of the render pipeline I'm using which causes issues with transparent meshes and requires a weird work around to get the shelves to render properly. The trick is that the render pipeline stems from the fact that it only does one render pass to save on performance, and the basic trick is that I separate the mesh into two materials so that what doesn't need the "holes" punched through it is opaque, and what does is transparent, this forces it to make two draw calls for each material and solves the issue.
Other than that I'm doing some work on making the lightmap update process automated, that way I can click a single button and have the game turn the lights on, bake, turn off, bake, and hook the lightmaps up properly to each mesh.
kappasan
2024-09-14 14:49:07 +0000 UTCBeserk_Wintersoldier
2024-09-09 11:51:43 +0000 UTCEchoTheWorld
2024-09-09 11:47:37 +0000 UTC