Merlin and Morgana : Part 2

Well here is a promised continuation of the Merlin and Morgana story that I posted back in March:

Merlin and Morgana Part 2

It consists of four scenes that are deleted and a new one created, starting at the new exit point of my previous demo. Rather than have people play through the previous demo, I have created a new starting camera and changed this exit point a little with some new meshes. When you go through the door, that scene is deleted and a new one installed (basically my tunnels demo with different lighting, a lamp and a menu) You have to find a way out of these tunnels by collecting things and finding how to use them to find an exit. The third scene is the island scene I asked questions about previously. You will automatically delete this scene and the final scene which is a “promise of more to come” will be loaded.

I asked questions about scene replacement before and it seems to work well. The only issue I have come across is viewing the scenes on a laptop ( I asked a question elsewhere about that).

So please feel free to add your own comments.

I hope @carolhmj finds the new lighting more interesting the the previous “tunnels” demo :grin:

cheers, gryff :slight_smile:

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And I forgot, if you are using a laptop - the lighting can be changed in the “tunnels” by hitting the “u” key which will bring up a GUI slider that allows you to tinker with the lighting. To hide the slider again hit the “d” key

cheers, gryff :slight_smile:

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Nice work! I enjoyed the new lighting in fact :smiley: I noticed that when walking on the tunnels sometimes the camera starts shaking quite a bit, possibly because the ground isn’t perfect flat and is triggering collisions :thinking:

I must be blind, I didn’t find the third key!

Is it just me or should this yellow cube be my light and would not be parented to my stick?
It seems to have collisions (not sure why).

Else, I’m glad to see that others are struggling with lighting dark scenes :stuck_out_tongue_winking_eye: (without everything going greyish and flat). In the end, for whatever you did with lighten the scene, it works pretty well.
I would however use a single key to show/hide the slider (a toggle). May be ‘L’ for ‘light’ or ‘luminosity’?
Personal opinion of course. And, yes, I experienced the same as carolhmj with the ground collision. May be make a collider that is just a slope? Else, GJ. Nice to see the project still evolving. :smiling_face_with_three_hearts:
Meanwhile, have a great day :sunglasses:

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Er … there are 4 keys that you need. I assume you did not find the box with the levers or the map. Did you find the skeleton? If so look for a secret door as you exit the area with the skeleton.

It can happen if your camera is tilted forward. Rotate the viewpoint upwards a little. The camera “ellipsoid” has been changed a little - so that the lantern does not poke through walls and doors. And of course the tunnels are curved.

I have no idea what is causing that. I have walked the tunnels many times on 3 different computers and 3 different browsers - all Windows 10 - but have never seen that. What browser and OS are you using?

Sorry for the delay in replying - this Friday to Sunday is always busy with social gatherings every June. A birthday, an anniversary and yesterday was “Father’s Day” here in Canada

cheers, gryff :slight_smile:

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It was chrome (an older version) on my old MacPro. I just checked on newer (MBP, chrome in windows 10) and is fine. Not sure what is causing this.

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TY @mawa :slight_smile: I’m using Babylon.js ver 6.8.0 in my code. Often wonder how newest versions of BJS can break code for older browsers and OSes.

I’ve no idea what is causing that effect either - but I’m not an expert coder :thinking:

cheers , gryff :slight_smile:

They aren’t supposed to - we try very hard to keep backwards compatibility as much as we can :slight_smile: Of course, there is some veeery old stuff we have to let go so we can improve current code, but that’s not a common occurence. I wonder if it might not be some kind of race condition instead of a browser-related one? Maybe in rare cases the yellow cube is being created before the lantern mesh loads so parenting fails. :slight_smile:

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@carolhmj : Thanks Carol - I will poke around with the code to see if I can find anything like that. I know the BJS team work very hard at ensuring backwards compatibility - it is why I’m still here after many years :slight_smile:

cheers, gryff :slight_smile:

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