The idea of offices was (and is) a cool one, however there’s an issue with this attempt.
If you’re not confident this will do better than the previous attempt, how are we supposed to feel confident that we’d be spending our time on something worthwhile?
Honestly, I just thought it’d be a fun little project and see how people felt about it. My office isn’t supposed to be a confident attempt to beat out the old. Hence why it’s the “underfunded” offices, lol.
If enough people wanted to come together and work together with me on making new offices, maybe even get together with @EchoReaper & @TheNexusAvenger, I’d love to help in whatever way I can to get the old offices back up and running.
This place has too much dynamic lighting. The strategy I use for lighting large places is I put a folder in a model that defines the model as a room, and that folder can specify custom lighting information (and pass each parameter down to child rooms that don’t override the parameter).
The lighting is then controlled clientside based on what room the character is in.
This provides numerous benefits and one downside.
The benefits are improved performance, easier ambience control, and the same system can control other properties such as reverb and music.
The only downside is that it may seem a bit odd how ambient lighting is affected globally as you walk into a room.
Also, you could improve performance further by having the client keep rooms in storage if they are not siblings of the current room, an ancestor, or siblings of an ancestor.
Pretty sure the actual DevForum Offices does this already based on the way that lighting and sounds change right when you walk through the doors of an office