Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
When I saw the "bug" on my first glass-asset, I also thought about whats the point with that. Shady sides of buildings always look to dark. And I think it looks not good. It looks like glass objects has the same issue. What if there was a second sunlight that moves about 90 degrees behind the regular sunlight. I has the intensity of about 0.25% of the regular sunlight and does not cast shadows. It fades in slowly when the regular sun is goes up and fades out when the regular sun in goes down. The only use of this light is to light up the shady side of the scene... But yeah, I'm neither a game designer nor an unity expert. Maybe my thought is bullshit.
Another way could be to add a working ambient occlusion feature to the game I guess.
Though I was kinda scratching my chin wondering *why* that window is transparent. It doesn't really seem to have an interior to look into, and it's only *barely* transparent.
@kirrien1 What do you mean exactly?
@Brandon Hehe thanks man, nice prognosis. But it's up to the community I guess.
@ⓢⓞⓓⓐ.org Why not? I like PR. It's one of the most useful mods to define the look and behavior of districts and cities. That's cool!
@Shark#A* Dank dir Mann. Immer wieder gerne.
Have fun guys, have fun.