I guess, but roblox changes its csg algorithm so much you risk your game becoming unplayable without remaking the entire thing.
I agree with blueberry and you can controll the player zoom level in realtime if you wish. This one is for setting it up from the start … I put it right in Camera. The middle part can be called like that from your scripts and will smoothly control the zoom to whatever you wish it to be at the time.
game.Players.PlayerAdded:connect(function(player)
local playerGui = player:WaitForChild("PlayerGui")
----------------
player.CameraMaxZoomDistance = 6 -- sets where it is now
player.CameraMinZoomDistance = 6 -- and will force move cam
task.wait(0.1)
player.CameraMaxZoomDistance = 10 -- <- sets the max
player.CameraMinZoomDistance = 0.5 -- <- sets the min
----------------
end)
How about, with the lighting the way you have it now. Put a large transparent plain with a texture of a picture. What they would view from the walkway (not filled) at the end of the walkway. When they get close to it just fade out the texture. ???
Why a ring of PointLights?
If you are worried about shadows caused by the Player you can just disable shadows in the PointLight itself.
The distance limit on any lights (Point, Surface, Spot, etc.) is 60 studs in the light’s Properties.
If you just want the lights to reach farther than 60 studs you can place them in a ring like you did, but extend them out about 50 studs in either direction with light shadow property disabled.
If you are just putting more lights in the ring to make it brighter there is a Brightness property that you can increase/decrease to get it to where you want with only 1 light above the player, or just a few around the player.
Because roblox doesn’t allow you to make light in a volume, so simply adding a pointlight inside of a player’s humanoidrootpart causes the light to be radiating out of their torso.
It means only the sides of the bodyparts facing towards the humanoidrootpart get lit up, leaving the rest in the darkness
Yes, that’s why I was suggesting 1 light above them with shadows turned off.
Putting 16 or so lights around the player would cause more strain on the rendering engine than just 1 light.
If the way I suggested wasn’t working the way you’d like you could probably get away with 4 or 6 lights in a ring instead of 16.
A single light above the player would cause the same issue, just from the top instead of from the humanoidrootpart. I’m currently using many lights in a ring since with less lights the floor looks less like a single circular light and more like a venn diagram. I’ll probably play around with it more and find a compromise though.
Yeah! Until changing the minimum streaming distance becomes a feature without altering the legitimate graphics settings on a scale from 1 to 10, you could get away with cutting the game’s default streaming distance in half to begin with (EDIT: I messed that up just go 512 or 1024 on settings with optimistic enabled instead of not being able to script a locked property), and maybe let the fog do the rest?? hmmm
That’d only work if you were able to locally change streamingenabled parameters. It doesn’t seem like you can do that at runtime, however.
Every potential solution seems like it’d require some sort of compromise. I’ll take a look and experiment with all of these suggestions to see which one sacrifices artistic intentions the least while still being reasonable
The thing that makes it hardest is you’re gonna be fading mostly every instance BUT maybe there’s a workaround we can figure out now that would let us group them together and take away some calculation
I think tweening the maximum zoom distance down in the dark transition area on top of a fog effect might actually be a completely sensible compromise. It might be a bit jarring but forces the fog to stay close to the character.
It makes it so revealing areas in wouldn’t need tweening, and unlike the light solution would be less taxing on the player’s machine. I’ll give this solution a shot
Limiting the zoom did it! Had to mess around with the timings a whole lot, but it’s finally looking smooth
That is an odd little script. Don’t seem like that would work as well as it does. Took many tries to stumble on that. Take out that wait and it will not work. Say it any other way and it will not work …
Your transition looks more than smooth. Cool to see it in realtime. Pulls off a nice illusion.
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