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Posted: Sun May 11, 2003 6:21 pm
by Bjarne BZR
You coul use the common/white_volumetric ...
Experimet with it a bit, may be useful.
Posted: Sun May 11, 2003 7:19 pm
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

Posted: Sun May 11, 2003 7:54 pm
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

).
Posted: Sun May 11, 2003 8:47 pm
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.....
Posted: Sun May 11, 2003 8:52 pm
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... )
Posted: Sun May 11, 2003 8:53 pm
by Bjarne BZR
It's not fog Surg, its burnt gun-pouder
( LOTS of burnt gun-pouder

)
Posted: Mon May 12, 2003 8:46 am
by jv_map
Burnt gunpowder, is that blue

Blue
Posted: Mon May 12, 2003 9:56 am
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.
Posted: Mon May 12, 2003 10:37 am
by Bjarne BZR
Ehhhh... no jv...Burnt gunpowder is gray/black
But I've seen it produce blueish smoke when burning... depends on the composition I guess...

Posted: Mon May 12, 2003 12:32 pm
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!

I appreciate the comments though, lots to think about.
Posted: Tue May 13, 2003 10:27 am
by Bjarne BZR
Posted: Tue May 13, 2003 11:12 am
by Slyk
Thanks! That could be interesting for sure, maybe get a rolling smoke effect. Best to have the common/caulk/sky probably.
Posted: Tue May 13, 2003 6:46 pm
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

Posted: Tue May 13, 2003 7:46 pm
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.
Posted: Tue May 13, 2003 10:24 pm
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
8)