Game Editing > 3D Modeling & Content Creation

"city" terrain for Quake Wars (Mega Texture?)

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pazur:
Posted the results over at the SD forum:

http://www.splashdamage.com/forums/showpost.php?p=291948&postcount=241

 :D

kat:
Looks good. I'd work on the fog a little so it doesn't cut off quite so abruptly, maybe even put the odd block of brushwork here and there to emphasise the fact that you're high up looking down onto a city scape. *up*

pazur:
The fog is a light entity with a material defining it. Not sure if it allows fading it softly but I' look around. I'll play around with the height too and I'm planning to place a few other low level of detail buildings in the city landscape.

pazur:
Just to document it somewhere. The parameter to change the gradient level of a fog is "specularPower"

material fogs/pazgroundFog_thin
{
   fogLight refractable         // tell the engine it is fog and not a light
   noShadows
   {
      fogMap      _fog
      fogEnterMap   _fogEnter
      red         parm0
      green      parm1
      blue      parm2
      alpha      50000
      specularPower   3
   }
}

1 is soft and 20 pretty hard

Here is a picture of the building in reality being in clouds: http://www.pazurmapping.com/pkin/palac-kultury.jpg

Here are more photos of the Palac Kultury building: http://images.search.yahoo.com/search/images;_ylt=A0oG7n8rCcdNtHAAy99XNyoA?ei=UTF-8&p=palac+kultury&fr2=tab-web&fr=inq-x-ff

I left out the entire lower part as it's too complex (I simply don't have time to build it in the ETQW World Editor) but it's basically in the satellite image.

Screenshot of the smoother fog: http://www.splashdamage.com/forums/showpost.php?p=300329&postcount=258

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