Destinations/Destinations Checklist: Difference between revisions
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Cargo Cult (talk | contribs) m (Cargo Cult moved page Destinations Checklist to Destinations/Destinations Checklist: Forgot 'Destinations' namespace whatsit at beginning.) |
Cargo Cult (talk | contribs) (→Overview: note about removing any test maps that might get loaded instead of the actual one) |
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** '''Teleport area is shown all the time:''' select it in Hammer, click 'Tie Selected Meshes to Entity' and type [[vr_teleport_area]] into the object type field. | ** '''Teleport area is shown all the time:''' select it in Hammer, click 'Tie Selected Meshes to Entity' and type [[vr_teleport_area]] into the object type field. | ||
** '''Can teleport to places outside highlighted area:''' change to 'Mesh' selection mode in Hammer, click on the teleport area and in the object properties make sure 'Physics Type' is set to 'Mesh'. | ** '''Can teleport to places outside highlighted area:''' change to 'Mesh' selection mode in Hammer, click on the teleport area and in the object properties make sure 'Physics Type' is set to 'Mesh'. | ||
==== After uploading to Workshop ==== | ==== Before submitting to the Workshop ==== | ||
* Once you are happy with your Destination, make sure to remove any test and temporary maps from your maps directories. | |||
** These are located in <code>steamapps\common\Destinations\content\steamtours_addons\[your_addon_name]\maps</code> and <code>steamapps\common\Destinations\game\steamtours_addons\[your_addon_name]\maps</code>. | |||
==== After uploading to the Workshop ==== | |||
* Don't forget to sign the Workshop agreement, or others will not be able to see your work. | * Don't forget to sign the Workshop agreement, or others will not be able to see your work. | ||
* It's also good to subscribe to your new Destination to double-check how it appears to the public. It will appear as a separate item in the in-game Destinations list, with a full name and thumbnail and without a folder icon in the corner. | * It's also good to subscribe to your new Destination to double-check how it appears to the public. It will appear as a separate item in the in-game Destinations list, with a full name and thumbnail and without a folder icon in the corner. |
Revision as of 13:09, 25 August 2016
Overview
With the recent addition of multiplayer support to Destinations, with player avatars and physics props, some previously optional things have become much more important. Here's a quick checklist to help you through these requirements!
World lighting
- Press menu button on controller, go to 'Props' and add a prop to the scene. If the prop is correctly lit, then lighting is working properly!
- Prop is completely black: you need to add a light source.
- Prop is lit on one side but black on the other: you need to add a box cubemap for ambient lighting.
- Prop does not cast shadows on the world:
- Go through the unlit shader materials used for your world geometry and set them to receive shadows but not cast them.
- Make sure one light source is set to cast shadows (a light_directional is often a good idea).
World has physical collisions
- Add a physics prop to the scene using the in-game menu and let it fall towards the floor. If it rests on the floor, you have collisions! Throw the prop around to test further.
- Prop falls through world: On model import, set the "Collision type" drop down to "Collision using exact geometry". You can re-import the model over the old one using the same name, but you will need to redo any changes you made to its materials.
World has sky (optional)
- Look around in VR. Is there a sky of some description?
- Inky black void: add a sky to your scene - some example skies are included with Destinations. There are also a few modelled skyspheres you can place into your scene by dragging them in from the asset browser. Make sure scale and position is set appropriately.
World has teleport areas and/or markers (optional)
- Teleport around with the controller trackpad - if you've placed teleport areas and markers then these should operate correctly.
- Teleport area is shown all the time: select it in Hammer, click 'Tie Selected Meshes to Entity' and type vr_teleport_area into the object type field.
- Can teleport to places outside highlighted area: change to 'Mesh' selection mode in Hammer, click on the teleport area and in the object properties make sure 'Physics Type' is set to 'Mesh'.
Before submitting to the Workshop
- Once you are happy with your Destination, make sure to remove any test and temporary maps from your maps directories.
- These are located in
steamapps\common\Destinations\content\steamtours_addons\[your_addon_name]\maps
andsteamapps\common\Destinations\game\steamtours_addons\[your_addon_name]\maps
.
- These are located in
After uploading to the Workshop
- Don't forget to sign the Workshop agreement, or others will not be able to see your work.
- It's also good to subscribe to your new Destination to double-check how it appears to the public. It will appear as a separate item in the in-game Destinations list, with a full name and thumbnail and without a folder icon in the corner.
- Make sure to set it as accessible to the public once everything is ready!