"STREETS OF STALINGRAD - 1 TOW" === BETA TESTERS??

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Bjarne BZR
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Post by Bjarne BZR »

You coul use the common/white_volumetric ...

Experimet with it a bit, may be useful.
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Post by jv_map »

I really think the fog is too blue but that's just what I think. If you're happy with it, just leave it as is :wink:
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Post by Bjarne BZR »

How about making it a pulsating fog? Pulsating +/- 500 distance and between gray and a blue tint... could be really cool ( or it could suck big time :twisted: ).
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Post by Surgeon »

The blue really doesn't look very good at all - we get fog all the time here in Scotland and I've never ever seen blue fog.....
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Post by Bjarne BZR »

Hey! An idea!

Rip out the D-Day sky, give it a blueish tint and save it as a custom texture, then calibrare the fog to it...

( the D-Day sky is one of the few skies that fits with any amount of fog: but only gray fog... )
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Post by Bjarne BZR »

It's not fog Surg, its burnt gun-pouder :wink:



( LOTS of burnt gun-pouder :twisted: )
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Post by jv_map »

Burnt gunpowder, is that blue :?
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Blue

Post by tltrude »

Have you tried making ambientlight and suncolor blue as well--it might make it look more real. But, if you added just a little more red and green (to the original blue color), it would probably be fine. The original blue might be ok for a night map too.

Recently I decompiled map mohdm1 (Southern France) and here are the values set in worldspawn (yellowish color to this map):

ambientlight 7.5 7.5 7.5
angle 90
lightmapdensity 16
overbright all
spawnflags 32 // not sure what that does
suncolor 65 60 45 // lower blue light makes it yellowish
sundiffuse 1.3
sundirection 320 150 0
sunflare -7980 5388 3396
sunlight 255 243 171 // low blue light again

The map has no farplane--not even in the script. But, it is a small map. I think they were trying to make the light match the yellow-orange color of the stone walls and they succeeded.
Tom Trude,

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Post by Bjarne BZR »

Ehhhh... no jv...Burnt gunpowder is gray/black :D
But I've seen it produce blueish smoke when burning... depends on the composition I guess... :oops:
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Post by Slyk »

I wanted a smoke like atmosphere and figuring that many parts of the city were burning at any given time you can imagine a lot of smoke. I felt that a blue tint kind of gave the farplane more depth than a white/gray. Trying to tweak the blue down, and using the caulk/sky actually boosts FPS as your farplane cull works much better, so there is a big incentive to go that route... but the lack of verticle perspective without clouds sucks.

Uggh. Maybe just make it a night map and be done with it! Everything is working how I want except this part...well, it works, but not well received! :shock: I appreciate the comments though, lots to think about.
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Post by Bjarne BZR »

Maby my post on pulsating fog can help you? http://dynamic4.gamespy.com/~map/mohaa/ ... php?t=3093 :lol:
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Post by Slyk »

Thanks! That could be interesting for sure, maybe get a rolling smoke effect. Best to have the common/caulk/sky probably.
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Post by Ace of Spades »

Slyk!

Send the map to me. I have a friend one street over from me that I play against almost daily. We have cable internet so the ping is like nothing. We will test it out for you and give you feedback, 'K? BTW, I like the Blue but maybe it will look and feel different in game-play. I dunno? Anyway, we would be more than happy to help you test it out. Talk to ya soon.

Ace

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Post by Slyk »

Thanks for the offer Ace. I'll take you up on it. Give me a day to get it together again. Got some work to do with the farplane color and going to try to alter the d-day sky color as a custom sky texture. Will try to post the latest beta later today....check back here a couple times for info.
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Post by Ace of Spades »

Cool, you could email it to me also. My email is listed here if you want. Anyway, can't wait! Later!

Ace

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