cube mapping is love. i have a true black cubemap prefab with the light set to the parent, so i just drop that **** on all my maps and never look back.
I just found Barrens Twilight at 0.00, 0.00, 0.00. They might have changed it up to mess with you, though!
Thanks @Kawecki 22 ! Checked my notes and that was a typo, good catch. I must've copy pasted some stuff too late at night because the other Barrens were wrong as well :/ Corrected Barrens Twilight, Duststorm, and Sunrise locations.
So...if I'm understanding this right...cube maps are mysterious cube shaped locations in time and space where the lighting on a map(/map skybox) just ceases to function?
Hey, thanks - in general - for all of this. I've used the hell out of the Exosphere one, but now I've got new options. Shame about the out of map locations. Do you know why Exosphere's seems to be so much easier to use with regular overlay for the surrounding...container...but the others only seem to have an effect when the container is emissive? I figure there must be something different. I've got the lights inside turned up all the way on Glacier and there is just no effect until I change it over to emissive and that's a little too dramatic to use.
what can one do if they have an enclosed map with windows looking out towards space (Parallax), and the glass windows show reflections of some of your exterior walls (not meant to be seen at all by anyone)? It seems to be that baked lighting causes unwanted pieces turn on in the reflection / cube map. Is there a way to avoid this? (A workaround, I mean - not simply avoiding these things)
I'm not sure if I understand this right but if you put a box around the cubemap it cancels the skybox reflections. Like indoor glass still reflects the mountains of glacier. Anyway, changing the color of your windows to let's say black can also cancel out some weird reflections.
thanks for that. I am already close to black, so may not be able to go "blacker" and I have also almost used up my budget, so the extra pieces to block out the unwanted pieces may be out of the queestion. I will keep an eye on that and see if it works, if budget permits. However, it isn't a huge deal because these unwanted reflections are only on a few pieces and not usually visible by players for long.
You only need 6 pieces of 16x16x2 to make a box around the cube map. Put an invisible light on the right coordinates en make a box around it. The color of the box and light will reflect on glass and blocks etc. If you want to see an extreme example of this load up my map Pearlescent. The green/purple box is located behind a floating rock somewhere and the map kinda changes color when you walk around. Play around and change the colors on that map by just adjusting the box colors and bake the lighting again.
That's also a technique to manipulate lighting. Make a huge box of the biggest chroma pieces and then turn light bake off on all objects. Load up High Guard by Given To Fly to check it out.
Yep, I've heard of that. Thanks. As this map is already entirely enclosed, that's not really an issue.
Oh, no. I have to recommend the 256x256 Floors for this! Light bake off or it will eat up pointless minutes of your time generating the lighting.
not sure why you want rocks, but if it is because the cube map location would put it in a spot where it would be visible if blocked out and create an eye sore... which would suck... You could still use ugly pieces and then put obstructions (rocks) around that.