My modification was purely going to be a pm with a d/l just to illustrate another way of handling it.
Doesn't matter to me either way. I just know there are ways to address some of the feedback / make the skybox look a lot more natural and aesthetically pleasing within the map. It is outside of my control on whether any of the feedback is addressed or changed within the map.
Right now it isn't map breaking by any means but as myself and others have given feedback the skybox is still too close to the players, artificially lit / too bright and could use some additional fog/cloud type emitters to give it depth and help it fit into the map.
You make good use of volumetric fog and dust inside of the police station but it isn't used in a lot of areas of the map to add atmosphere. The map could even use a very slight touch of environmental fog to the overall map with it being rainy, in london and at night.
I would also make some slight adjustments to the rain emitters as well. It seems like the sprites currently overlap a bit and make the rain look artificially dense. Adjustments such as these would help improve the variation in the rain to make it more believable.
These adjustments would be:
- Slightly vary the raindrop sprite size so the raindrops don't all look the same.
- Slightly vary the raindrop sprite velocity so the raindrops have minor variations in their fall speed. I mean with gravity being -9.8 m/s^2 you are only given so much liberty with this. Right now the rain looks like it comes down in weird looking sheets with all the drops being the same size and velocity.
- Make sure the emitters aren't stacked so closely or that their x/y sprite spawn location varies. Usually you are defining a X / Y range in which the sprites can spawn. This is likely how they are configured in your map so there is only so much you can do regarding the the sprites overlapping.
You should be able to mask the origin of the raindrops through a number of methods / combination of these methods.
1. Increase the size of the skybox mesh.
Please take the time to open Volter Manor and look at how large their skybox mesh is. It is huge and encompasses almost the entire editor space. This is in order to distance it from the player.
You may not be able to increase the size of yours too much because in turn the assigned material / texture will increase as well and the size of the stars might increase a bit too much. I would tweak and adjust accordingly.
2. Add fog emitters / cloud emitters.
Volter Manor makes use of volumetric based emitters and fog emitters in the skybox areas to add 3-dimensional depth to the sky and to help mask the origin of the rain as you allude to.
If you created some various fog/cloud emitters in your skybox and set the source of the rain emitters to be above these the player will not see the source.
3. Place the rain emitter actors above the skybox mesh.
This is probably a collision issue. I'd have to see how emitter sprites interact with the meshes. My previous experience is emitter sprites collide with the first object it comes in contact with.
If you could turn off all collisions on your skybox mesh it would allow the rain emitters / sprites to pass through it and therefore the rain source would no longer be an issue.
I wish some other people would offer detailed feedback on the latest builds of the map so I didn't feel like I was the one harping on these items over and over. If feedback is only coming from one person or channeled through one person it makes it easier to tune out.
The main reason I've been providing so much feedback is because this map project is one of the best / better ones the community currently has out there and just trying to help you take it over the top.
Sorry Mate please do not take my reply as an insult
The rain emitters I will look at a bit more, the skybox I have had to make that colour the hide them as I could lift above skybox but would then mean more of them or more sprites which could lag, I have to look at this objectively so it plays on most/all systems.
I will lift the skybox and increase the size although a lot of decals have not been done yet but will come
I do did not want to use a fog volume as I did not want fog in the buildings etc.. also I don't like the "grey" look to buildings in the distance.
Props and things will come in the near completed version.
Also thanks for your final comment I appreciate it