Night and day

Share your ideas about possible future content here.

I like this idea

Poll ended at Sun Jul 02, 2017 23:11

Yes
6
60%
No
4
40%
 
Total votes: 10

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mdk_813
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Re: Night and day

#21

Post by mdk_813 » Fri Jul 21, 2017 20:02

former member wrote:
Fri Jul 21, 2017 19:33
Barky wrote:
Fri Jul 21, 2017 19:19
Guys it's because of the work for god sake.

This would mean every single building in the game would have to be edited with windows shine and light. Making the game laggy, taking months of work and taking up space that would be used for more buildings.
Or actually think and take night effect from thunderstorm and remove the rain.
Almost no work
Just turning the map dark blue would look strange, I think. Then you would have night but also a dead city.
What we need is a yellow overlay on some of the windows (that has to look random) and on the streets. I don't think that every building needs to be reworked, though. Who cares if the small 1x1 Residentials etc. are lit? Only the major (mid- to high-rise) buildings (res, com and ind) would need some work.
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mdk_813
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Re: Night and day

#22

Post by mdk_813 » Fri Jul 21, 2017 20:16

former member wrote:
Fri Jul 21, 2017 20:10
mdk_813 wrote:
Fri Jul 21, 2017 20:02
former member wrote:
Fri Jul 21, 2017 19:33

Or actually think and take night effect from thunderstorm and remove the rain.
Almost no work
Just turning the map dark blue would look strange, I think. Then you would have night but also a dead city.
What we need is a yellow overlay on some of the windows (that has to look random) and on the streets. I don't think that every building needs to be reworked, though. Who cares if the small 1x1 Residentials etc. are lit? Only the major (mid- to high-rise) buildings (res, com and ind) would need some work.
True, but it's better than nothing. Right? :)
I wouldn't mind it
Well, that depends on how it looks, doesn't it? If it looks as dead as I think it would, then none of us would really be quite happy with it.
Really, I think the yellow overlays on some selected buildings and on the streets would be the way to go. And it would not be much different to the snow-textures as far as workload and texture-space are concerned.
By the way, the rain-mode would also benefit from it, because people tend to switch on their lights when its rainy-dark outside ;)

Edit:
Well, in some way I do agree with you, at least as an interim solution a rain-mode without rain could probably do, but the goal should be to make a real night-mode.
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Re: Night and day

#23

Post by Barky » Fri Jul 21, 2017 20:25

Would look extremely weird with no lights on (and no, Lobby can't just simply do it in 10 mins) and it would be really hard to see what you are doing

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Re: Night and day

#24

Post by Barky » Fri Jul 21, 2017 21:53

Well I do think thunderstorms are hard to see and look weird

However they only last a ew seconds (unless in Weather machine of course)

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Re: Night and day

#25

Post by KINGTUT10101 » Fri Jul 21, 2017 23:52

I Don't think it would look that weird without the yellow window overlay and if other people don't like it then a toggle could be added to the settings. I don't think an overlay is necessary and it will probably increase the amount of texture space that's used by a considerable amount. I don't think it would take very long to implement either night mode, but that might depend on how detailed we want it.

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Re: Night and day

#26

Post by mdk_813 » Sat Jul 22, 2017 0:04

KINGTUT10101 wrote:
Fri Jul 21, 2017 23:52
I don't think an overlay is necessary and it will probably increase the amount of texture space that's used by a considerable amount.
As I've said, you could restrict the special night textures to the most prominent buildings and the streets while leaving most of the smaller buildings untouched. That would restrict the amount of texture used up for night mode.
The rest of the buildings could just be darkened by a general dark blue or violet filter like in rain-mode. I think that would look convincing enough.

Think about it, winter-mode works reasonably fine, even though not all buildings have a dedicated winter texture.
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Re: Night and day

#27

Post by Barky » Sat Jul 22, 2017 0:32

Try building a new district with thunderstorm on then tell me how cool it is :P

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Re: Night and day

#28

Post by BetterBear » Sat Jul 22, 2017 9:12

...
SPAM.
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Re: Night and day

#29

Post by BetterBear » Sat Jul 22, 2017 11:22

Why even waste time for night? The game is good enough.
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Re: Night and day

#30

Post by KINGTUT10101 » Sat Jul 22, 2017 16:15

Because think of the screenshot possibilities...

Lol

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Re: Night and day

#31

Post by KINGTUT10101 » Sat Jul 22, 2017 21:40

Being serious here though, think of the plug-in possibilities alone.
Shady, empty buildings in the day, but at night criminals come out or maybe during the day your bar could be empty, but at night it comes to life.

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Re: Night and day

#32

Post by Henkster » Tue Jul 25, 2017 15:19

This is a great feature to add to theotown!
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Re: Night and day

#33

Post by Barky » Tue Jul 25, 2017 15:41

Henkster wrote:
Tue Jul 25, 2017 15:19
This is a great feature to add to theotown!
It is great but won't be added, it would take unreal amount of time (you'd have to go back to every texture in Theotown) and the graphics space it would take up means there wouldn't be much more buildings in the game

Basically, would you prefer night and no new buildings added to Theotown or No Night but loads of new buildings

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Re: Night and day

#34

Post by KINGTUT10101 » Tue Jul 25, 2017 16:13

It wouldn't need new textures for every building or for any buildings at all depending on how Lobby would implement it.

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Re: Night and day

#35

Post by hihihihi » Fri Aug 02, 2019 11:34

really i want night&day
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Re: Night and day

#36

Post by Wekabu city » Fri Aug 02, 2019 17:24

There are many Plugins that Provide that
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Re: Night and day

#37

Post by CommanderABab » Fri Aug 02, 2019 17:57

Look for tools in the plugin store. Download the day and night cycle one. Place one in your city. You will have day and night.
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