Game Editing > 3D Modeling & Content Creation
"city" terrain for Quake Wars (Mega Texture?)
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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