edited December 2014 in ORK Support
is it possible to do this in ork's current build?
Post edited by gamingislove on
  • I think ORK need some examples show work with other plugin.
    Like KGFMap ,photon,e.g. or who show example for us.
  • @ZhaoYu anything that has been done so far for connections with other 3rd party scripts and frameworks that users have figured out has been posted in the forums just search and you will find. @Alex1234 and ork can possibly do a dynamic day and night cycles but use things like unistorm for that it would probably make it easier on you and less time consuming. ork is a rpg framework not a weather framework so unless your willing to try to modulate your sky domes and effects to work on a wide area you will have to do alot of node editing and it would only probably work as events. never tried so cant tell you for sure. but it is a possibility.
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • i already thought of that but i think unistorm is not suitable for mobile
  • i found a solution.. for anyone interested you might want to check "Time of Day - Dynamic Sky Dome"
  • i believe they have a mobile version now not sure.
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • unistorm mobile is not supported anymore.. anyways i found a solution,

    why are you here?? ur not using ORK anymore didnt you???!!


    Just joking! :D


  • There's a gameplay tutorial on time and day progression.

    Connecting it with graphical effects from 3rd party solutions isn't that hard, as long as you know which function to call on which component of the game object that handles that stuff - simply use the Call Function step :)
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  • that tutorial is where i get the idea of time and day.. :)
  • Can you do a tutorial Alex1234 of how you got Dynamic Skydome working? It looks really interesting.
  • i just discovered the asset awhile ago,,let me experiment for a while :)
  • I manages the day and night cycle through the GIL's tutorial
    I have two map, one for day, the other for night and it opens via the TimeRunning variable
    it is very easy !!
  • When you say "map" do you mean skybox, avantis? Thanks.
  • it will work but it leaves large memory footprint in ur final game isnt?
  • @Alex1234 how's "TOD - Dynamic Skybox" perform in mobile? have you tested it?

    I have unistorm mobile, but it to expensive on mobile. make my mobile device run hot.

    I still experimenting thou.. using GIL's tutorial time and day as time keeper and blended skybox shader(I found this shader long time ago in unity's wiki) plus ambient light to create day and night simulation.

    for anyone interested to try the skybox blend shader just copy code below and save as shader:

    note: this shader have blend variable for blending 2 type of skybox textures and color property.. so just write your own code to manipulate it's property base on time provided..

    note2: I have not try this shader on mobile yet.

    Shader "Custom/CustomSkyBoxBlended" {
    Properties {
    _Tint ("Tint Color", Color) = (.5, .5, .5, .5)
    _Blend ("Blend", Range(0.0,1.0)) = 0.5
    _FrontTex ("Front (+Z)", 2D) = "white" {}
    _BackTex ("Back (-Z)", 2D) = "white" {}
    _LeftTex ("Left (+X)", 2D) = "white" {}
    _RightTex ("Right (-X)", 2D) = "white" {}
    _UpTex ("Up (+Y)", 2D) = "white" {}
    _DownTex ("Down (-Y)", 2D) = "white" {}
    _FrontTex2("2 Front (+Z)", 2D) = "white" {}
    _BackTex2("2 Back (-Z)", 2D) = "white" {}
    _LeftTex2("2 Left (+X)", 2D) = "white" {}
    _RightTex2("2 Right (-X)", 2D) = "white" {}
    _UpTex2("2 Up (+Y)", 2D) = "white" {}
    _DownTex2("2 Down (-Y)", 2D) = "white" {}
    }

    SubShader {
    Tags { "Queue" = "Background" }
    Cull Off
    Fog { Mode Off }
    Lighting Off
    Color [_Tint]
    Pass {
    SetTexture [_FrontTex] { combine texture }
    SetTexture [_FrontTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
    SetTexture [_FrontTex2] { combine previous +- primary, previous * primary }
    }
    Pass {
    SetTexture [_BackTex] { combine texture }
    SetTexture [_BackTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
    SetTexture [_BackTex2] { combine previous +- primary, previous * primary }
    }
    Pass {
    SetTexture [_LeftTex] { combine texture }
    SetTexture [_LeftTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
    SetTexture [_LeftTex2] { combine previous +- primary, previous * primary }
    }
    Pass {
    SetTexture [_RightTex] { combine texture }
    SetTexture [_RightTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
    SetTexture [_RightTex2] { combine previous +- primary, previous * primary }
    }
    Pass {
    SetTexture [_UpTex] { combine texture }
    SetTexture [_UpTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
    SetTexture [_UpTex2] { combine previous +- primary, previous * primary }
    }
    Pass {
    SetTexture [_DownTex] { combine texture }
    SetTexture [_DownTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
    SetTexture [_DownTex2] { combine previous +- primary, previous * primary }
    }
    }

    Fallback "RenderFX/Skybox", 1
    }
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