- Edited
devlog: I started by wasting time (as always) making a glass shader. then I decided to look around the internet and found a PBR glass shader in godot shaders, and then I made another glass shader to deform the image, which would be more suited for curved surfaces, leaving the pbr one for flat glass like windows:
I finally made that bigger light, but I'm probably going to have to make another one, as it didn't fit within the intersection room, the lighting was just too bright. I took the time to fix the material assignment and retouch the UV
I also fixed the columns in the lobby room
I also made another smaller room, but it's missing some details and touches:
you can get some pretty good "atmosphere" in godot:
and also I tried remaking the computer system, but I'm considering splitting it into two, one were you press E and it opens a door or activates other simple thing, and one actual computer. I ran into some issues with viewports, that I solved by using a sprite3D like it was in 4.1, and then I had another issue, sprite3Ds are not included in the voxelGI, no matter how much I tried I could not get it to work. using a meshInstance3D caused errors with viewports, I don't know if it's a bug. the next solution would be to fake these small screens using images and put the actual computers in better lit rooms and maybe fake lights.