jlv wrote:For the lighting, I could try some simple ambient self-occlusion when calculating the terrain vertex shading values. I'm in the middle of integrating the scripting engine right now and I'd like to get it wrapped up before I start tearing into anything else though.
Is this lighting update something we would be able to have before outdoors?
Went through a lot of testing/smashing my head into a wall with the kicker stuff in SX to ultimately just have to turn off erode on jumps for SX as the solution we thought we found was the jump shapes were not correct, but even with "correct" jump shapes the issue persisted. Understandable, it's part of development, but I'd like to avoid banging my head against the wall more fighting the lack of visibility of erode for outdoors and heading down the road of using erode for outdoors if it ultimately isn't going to work because you can't see it.
Unlike SX where the tracks were previously smooth, so no erode on the rhythms didn't really matter; it's a huge thing for outdoors, as either we have to build rough tracks or having erode working well and that changes the workload on terrain creation significantly.
I'm happy to continue to help testing and developing the settings side, and we're making progress, but the visual element is a pretty substantial road block right now.