#most efficient way to tweak atmosphere?

1 messages · Page 1 of 1 (latest)

next hound
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I want to make a day and night cycle for my game but just tweaking the clocktime doesn't look that great (for example, night time isn't blue, sunset and sunrise aren't orange). the solution to this is to make the atmosphere data (like colors or density) change depending on the current clocktime numbers, but, how do I even do that? do I keep like 4 template atmospheres disabled in lightning service and make the script slowly adjust the main atmosphere to match the templates?

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basing it off the wild west which has atmosphere slowly morph through the day before rapidly changing lighting at like 6 am or 6 pm

tight basinBOT
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sleek lantern
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i have never tried to do anything like this, but my guess would be make numbersequences for each value you want to change

final heart
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like


local TS=game:GetService("TweenService")
local LightingService=game:GetService("Lighting")

TS:Create(LightingService, TweenInfo.new(however long you want it to be), {ClockTime=also however you want it to be 1 through 24 }):Play()
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also you have to use task.wait() because TS practically runs in the background and does it while other code is running after it

next hound
next hound
# final heart use tweenservice to change lighting clicktime

thanks for the script but i think you misunderstood what im asking, i get how to tweak clocktime but im trying to figure out how to have the script also edit atmosphere data based off clocktime "just tweaking the clocktime doesn't look that great (for example, night time isn't blue, sunset and sunrise aren't orange)."

final heart
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hm

next hound
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I think I have the two best ideas for it already, which one would be better? I could either have a table with a few templates like "night" "day" "sunset" and "sunrise" and make the script tween between those

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or i could use

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like 4 template atmosphere instances stored in lighting

final heart
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just make it like

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if ClockTime<idk then

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make the sky that

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or something

next hound
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yeah that's what im saying

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should i use a table or should i use atmosphere instances?

final heart
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a table of what

next hound
final heart
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hm

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no

next hound
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like sunset would be orange

final heart
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just use atmosphere instances

next hound
final heart
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well it depends on what youre trying to make the sky look like

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the amount of properties

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and stuff

sleek lantern
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I believe if you use numbersequences, colorsequences etc you can transition smoothly. Basically just make a table of every value u might want to tweak, make a numbersequence for each one. Then make a for i statement where you edit all the value based on the time or sum