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Also, I've removed the skybox and shader links for now, the shader generator page was being abused and as we're moving towards a ue4 mapping base, they're redundant.

Globalfog and skybox

General mapping discussions
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Delirium
Posts: 366
Joined: Sat Aug 27, 2011 8:37 am
Location: Auckland, New Zealand

Re: Globalfog and skybox

Postby Delirium » Fri Oct 28, 2011 11:28 am

johnnyenglish wrote:Actually Del, you can add models to the _skybox box so a model hemisphere would be possible - the floodlights in the skeet map are .ase models inside a little box under the map with a skybox entity inside.

I've already done that for Derelict :P

shot0045.jpg


shot0046.jpg
Image

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ValkoVer
Posts: 176
Joined: Mon Aug 22, 2011 11:01 am
Location: Poland

Re: Globalfog and skybox

Postby ValkoVer » Fri Oct 28, 2011 12:11 pm

Hehe when i checked it with showtris for first time i was like "Huh?!"

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Rayne
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Joined: Wed Aug 17, 2011 5:22 pm

Re: Globalfog and skybox

Postby Rayne » Fri Oct 28, 2011 2:10 pm

What's your globalfog density anyway.

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Delirium
Posts: 366
Joined: Sat Aug 27, 2011 8:37 am
Location: Auckland, New Zealand

Re: Globalfog and skybox

Postby Delirium » Fri Oct 28, 2011 3:20 pm

Mine? pretty sure its 0.0002
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Rayne
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Re: Globalfog and skybox

Postby Rayne » Fri Oct 28, 2011 3:28 pm

wow I'm using 0.0003 and it looks too much

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Delirium
Posts: 366
Joined: Sat Aug 27, 2011 8:37 am
Location: Auckland, New Zealand

Re: Globalfog and skybox

Postby Delirium » Fri Oct 28, 2011 4:55 pm

0.0001 is what NulL uses which seems too invisible tbh, though he changed it for Mando I think. I find 0.0003 is too much and 0.0002 seems visible yet not too much
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Rayne
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Re: Globalfog and skybox

Postby Rayne » Fri Oct 28, 2011 5:04 pm

0.0001 is almost invisible it looks more like soft mist in the distance. 0.0003 is visible at closer range and resembles more of a smoke/dust that actual fog.
Depends on the map and desired effect.


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