Version 1:
Fixes:
- Move Guild decorations to new PRP (krelGuildDeco)
- Fix mirrored GZ GPS
- Fix mirrored islands in lake
- Remove backwards and unnecessary stone in upper balcony
- Minor texture UV fix to archway with GoW deco
Enhancements:
- Reactivate Private Room and Classroom doors
Version 2:
Fixes:
* Reactivate "Incidental" on all kickable sounds
* Fix Nexus Book mesh's Linking panel
* Adjust imager layers so text actually displays
* Adjust collision and seek points on one set of Book room doors
* Adjust rotation of other door's interior OneShot
* Remove currently-non-functional FunkRamp from yellow lamp flares
* Adjustments to the lighting on the private room doors
* Fix lighting outside one set of Book room doors so it's not as jarring
* Fix collision in same location at floor transition to avoid toe-stubbing
* Make parts of the classroom floor fully opaque
* Adjust UV mapping of stars on classroom ceiling
* Fix OneShot of private room 01
* Flip Barricade collider faces to keep kickables out, not trap them in
* Adjust VCol lighting at top of flight of stairs near auditorium to make sense
* Bring light garden water level down a bit
* Fix cracks flickering in private rooms
* Add kickable collider next to Greeters table
* Redo skydome UV mapping to remove streaks
* Adjust diffuse on walls near game room to ungreen them
Version 3:
Fixes:
* Adjust blending of the Maintainer's info leaflet to see it when cursor is over avatar
* Make table lantern lamps real-time to properly light certain things
* Adjust some lamps to actually cast light onto the avatar
* Remove VisRegion set on classroom door to avoid it vanishing
* Fix lighting on inside of private room 3's doors
* Make guild banners double-sided
* Adjust diffuse of folding chair cushion material to make them less dark
* Fix railing pattern on balcony
* Fix UV mapping in Book room door grooves/traps
* Adjust the Bahro boat animation (SDL state is wired and should be working)
* Rotate another texture UV map at game room door
* Rotate texture in alcove with GoW deco
* Move lingering deco objects to proper page
* Fix lighting for some windows on the waterline that are full white
* Adjust diffuse color for private room doors to make them darker
* Fix coffee mug material
* Fix balloon strings to be lighter
* Turn off low res version of water to remove "ice layer"
Version 4:
Fixes:
* Adjust diffuse of folding chair cushion material to make them less dark
* Fix conflicting textures with railing and flares
* Make the yellowish lamp flares a bit more transparent
* Fix paper lanterns' lighting
* Remove animation from bottom sections of private doors 2 and 4 for proper lighting
* Take another crack at the private room cracks meshes and shrink them away from the walls just a bit
* More adjustments to railing decoration passindex
* Properly light private room track lighting on floors, walls and ceilings.
* Animate ticker carousel texture to match rotating text
* Move aforementioned carousel to GuildDeco PRP
* More light to the grey GoW baloons
* Fix slight UV mapping weirdness on pillar outside of auditorium
* Raise collision on pillars outside auditorium (was unable to recreate camera weirdness in Destiny)
* Fix passindex of railing pattern at water level
* Fix UV mapping in private room entryway
* Get rid of some full bright vertex lighting in private rooms
* Deactivate FunkRamp from waterline lamp flares
* Add kickable blocker next to GoW table
Version 5:
Fixes:
* Adjust cone UV mapping
* Finally fix railing decoration
* Put black shapes around classroom and private room to prevent seams and avatar transparency issues
* Add large lamp for paper lamps for paper pagodas near GoMe and GoMa tables
* Reverse kickable blocker near GoW table
* Fix shadowing in private room by using both lightmap texture and VCol
* Use old lightmap texture from CC Kirel in classroom to remove dark corner
* Fix more classroom door/VisRegion madness
Version 6:
Fixes:
* Remove all VisRegion controls from classroom door and hope for the best
* Adjust UV mapping for D'ni numbers in classroom.
* Update Nexus Book Linking panel
* Fix blending of water bottles
* Remove "Seed" (egg) sculpture emissiveness
* Also remove emissiveness from streamers
* Adjust collision so as not to pass through Book room doors
* Rotate UV mapping of some windows to match the majority
* Remove lightmapped shadow of the one desk
** Add new shadow meshes for existing three desks so they can be moved if desired
* Light Eddie and the cones in real-time
* Rebuild missing faces on classroom/private room overhand above stairs to light garden
* Adjust the islands out on the water to face properly
* Fix look and path of creature in water
* Turn off light garden's real time shadowing for performance
Enhancements:
* Add new RT lamp in auditorium to brighten it up.
* Make metal globes on "speakers"(?) slightly emissive to explain new light
* Add water meshes and sfx to fountain set to SDL (nb01FountainWaterVis)
* Add spotlight lamps for the fountain spotlights to properly light the avatar
* First try at brightening the classroom
* Add AGM banners by Keith "Tweek" Lord
* Bring EDDIE to the party!
Version 7:
Fixes:
* Brighten private room entry door
* Fix GoC shirt blending
* Fix UV mapping of classroom "roundalls"
Neighborhood CommonRoom
[Generic Physical - CommonRoomAudioPodium] Updated the verts and faces to be smaller at the front of the podium to prevent getting stuck when pushing button
Neighborhood02 krelCommonRm
[Sound Buffer - krelFanQ42021_eng.ogg] Updated audio to have proper bytes/second.
[Sound Buffer - krelFanQ42021_fre.ogg] New
krelFanQ42021_eng.ogg - Updated to be higher quality sound file
krelFanQ42021_fre.ogg - Audio translation done by skyisblu
Neighborhood CommonRoom
[Scene Object - SfxImagerSpeechesEmit01] Set sync flags to Turn off Exclude All Persistent States, Turn on Exclude Persistent States, Exclude these states: AGMaster, Layer, Responder, XRegion
[Scene Object - SfxImagerSpeechesEmit02] Set sync flags to Turn off Exclude All Persistent States, Turn on Exclude Persistent States, Exclude these states: AGMaster, Layer, Responder, XRegion
[Coord Interface - bevinPodiumPOS] Raised Z to 14.133800
[Generic Physical - CommonRoomAudioPodium] Set mass to 1, Moved bounds a bit so Avatar would not become stuck after using button
[Win32 Streaming Sound - cSfxDniPodiumSpeech0] Set audio Channel to "Right"
Neighborhood02 krelCommonRm
[Scene Object - SfxImagerSpeechesEmit01] Set sync flags to Turn off Exclude All Persistent States, Turn on Exclude Persistent States, Exclude these states: AGMaster, Layer, Responder, XRegion
[Coord Interface - cmnrmPodiumPOS] Moved position so avatar would not become stuck in podium after using button
[Generic Physical - cmnrmCommonRoomAudioPodium] Set mass to 1, Moved bounds a bit so Avatar would not become stuck after using button
[Win32 Streaming Sound - cSfxWatson0] Set audio Channel to "Right"
[Win32 Streaming Sound - cSfxFanQ42021_2] Set audio Channel to "Right"
Changes to existing objects listed below. Many other things were added so that audio and buttons would work correctly.
Neighborhood_District_CommonRoom.prp
[Scene Node - Neighborhood_CommonRoom] Added Scene Object - "bevinPodiumButton"
[Scene Node - Neighborhood_CommonRoom] Added Scene Object - "bevinPodiumPOS"
[Scene Node - Neighborhood_CommonRoom] Added Scene Object - "rgnPodiumclick"
[Scene Node - Neighborhood_CommonRoom] Added Scene Object - "SfxImagerSpeechesEmit01"
[Scene Node - Neighborhood_CommonRoom] Added Scene Object - "SfxImagerSpeechesEmit02"
[Scene Node - Neighborhood_CommonRoom] Added Scene Object - "SfxPodiumButtonEmit"
[Scene Node - Neighborhood_CommonRoom] Added Scene Object - "SfxSoReg-Speech-Vol"
[Generic Physical - CommonRoomAudioPodium] Modified Bounds to allow "bevinPodiumButton" to work correctly.
[Drawable Span - Neighborhood_CommonRoom_00000000_0Spans] Added Drawable for "bevinPodiumButton", Modified drawable for Podium itself to lower built-in button. Otherwise it would be visible when "bevinPodiumButton" is pressed.
Neighborhood_District_Textures.prp
[Mipmap - blueglow*0#0.hsm] Added. Texture taken from Neighborhood02_District_Textures.prp
Neighborhood02_District_krelCommonRm.prp
[Scene Node - Neighborhood02_krelCommonRm] Added Scene Object "cmnrmrgnPodiumclick"
[Scene Node - Neighborhood02_krelCommonRm] Added Scene Object "SfxImagerSpeechesEmit01"
[Scene Object - cmnrmPodiumButton] Added Simulation Interface "cmnrmPodiumButton", Added to Modifiers - Responder Modifier "cRespSpeech-Stop", "cRespSpeech-Play0" and "cRespSpeech-Play1", Logic Modifier "cClkPodium", Picking Detector "cClkPodium", Interface Modifier "cmnrmPodiumButton"
[Responder Modifier - cRespPodium] Logic Modifier "cClkPodium" added as Reciever to 10th Command.
[Python File Mod - cPythPodium] Changed how it works now to accommodate multiple Audio messages.
Co-authored-by: TheDapperAndy <deviantgent@hotmail.co.uk>
Co-authored-by: Tyion <chad.kosch@gmail.com>