Nice model
Don't forget to leave room for the cutting board by your basket of apples. You also want to line up your burners with the original since the cooking animations dictate where the pot should be.
If you plan on hacking the station with additional goods, you might want to wait until Volcanic can clone object. Re-writing everything by hand would be a killer. And in this case, there are some bits you cannot recreate yet as Volcanic hasn't got editors for some things. Are you planning on having a reason for choosing one type of preserve over another? Or is it simply a role-playing choice?
I was very curious about this so I went looking in Blender for what you might mean and found a shader called "Toon" - Is that what you used?The color at the top frame holding the preservers is not an error, I am using a 'Toon' contrast, that is just the light which I could easily increase or decrease.
For a simple roleplay touch, you'd not need to change any BHAVs at all, just add 2 more interactions to the pie menu that have the different labels but use the same coding (the way fridges say "make breakfast/lunch/dinner but are all cooking exactly the same meal). Changing the interactions pie menu is done in Tree Tables.
Correct!
I was very curious about this so I went looking in Blender for what you might mean and found a shader called "Toon" - Is that what you used?
YES
I'm about to break down and use all textures, even for the plain painted surfaces because I can't seem to get glass and fresnel effects to behave properly in that scene, but maybe the Toon shader is what I need? That's neat. I'd probably have looked right past that thing for ages if you'd hadn't mentioned it LOL
Correct. Lighting only effects walls and floors. Sorta a bummer. You can build a room, though, and place your objects in that. It'll be much more lit up than the outdoors and wont have te orange tint at dusk and dawn.IS nighttime and no light can illuminate sprites
Yep, was using the gloss shader and it was overpowering everything. I could only kinda sorta get it to help by tinting the gloss instead of leaving the reflection white and even then it just didn't do what I wanted in this scene (even when I changed the lighting and the world settings around).Where you see TOON option there is Gloss and Glass option as well. You can play with those
Sorry im at work so answer is brief blender have fantastic ways to play with color and texture there is unlimited possibilities it will b nice to see what u come out withTried the Toon shader out ... LOVE. IT.
You rock! So glad you pointed it out; I was trying to recreate the same look by going around the world in the wrong direction!
Yep, was using the gloss shader and it was overpowering everything. I could only kinda sorta get it to help by tinting the gloss instead of leaving the reflection white and even then it just didn't do what I wanted in this scene (even when I changed the lighting and the world settings around).
Fresnel also acted pretty bizarre creating an unattractive (and nonsensical) halo around everything (which it also doesn't normally do)
I also noticed that when I used the normal shaders, my Preview sphere (in the materials tab) would look very VERY different than my when rendered in the viewport.
But using Toon instead of Diffuse/Gloss, the preview is matching my viewport nicely, shadows and highlights are doing what I expect. I love it. Looks like it makes good metals too but I only took a quick peek at that since the object I have been testing all of this on is a simple farmhouse table, pine top (image-texture. I'm lazy.) with legs painted with chalk or milk paint (shader) for that nuevo-farmhouse feel.
The shadow looks like you have a white floor tile attached to your canning station. I assume this was to help position the tile properly inside of volcanic. You can tell the material to not accept shadows if you want to keep the white floor tile.
Looks like it is coming along wonderfully! Good job
yep! That is how it's done. It can be a little slow the first time you are learning a new object but after that you've got that head start which is pretty nice.It hasn't been easy for me because I am pulling everything apart pretty much and seeing how everything works.
You can actually zoom out to the world map and re-enter the house to reset the time. I've had that mess up a patch, though so would not do it for a final test.I am waiting for daylight. So, I can put a picture of how it looks and what is missing now.
What I do is rename the folders right after they are made. I leave the tile id (0_0 etc) and just add a word to the end that tells me what that one is.New sprites saving in the same folder will re-write the previous one.