I am having a bit of trouble lining it all up, in particular:
I can't seem to line the fog up, i want this the same fog density as the normal ingame areas, what values can i set?
Where should i place the z height if i want as close as possible to a real flat horizon....so what i mean is, in the source engine, i could line up the plane of my floor at 0, with the plane of the horizon, this looks kinda like a giant dessert, mechwarrior 2 or something
Also in the source engine, i could make a giant structure and achieve the illusion of going inside it, so i could align the skybox on the x and y to say look like we are entering a giant building, i think if i knew the scaling maybe this would be possible, i might have to make some sort of archway that covers the join?
So: fog lining up, position of skybox viewpoint (0 seems to er mess this up here?), and whether them scaling illusions can look satisfying in this engine
Hi
I am having a bit of trouble lining it all up, in particular:
I can't seem to line the fog up, i want this the same fog density as the normal ingame areas, what values can i set?
Where should i place the z height if i want as close as possible to a real flat horizon....so what i mean is, in the source engine, i could line up the plane of my floor at 0, with the plane of the horizon, this looks kinda like a giant dessert, mechwarrior 2 or something
Also in the source engine, i could make a giant structure and achieve the illusion of going inside it, so i could align the skybox on the x and y to say look like we are entering a giant building, i think if i knew the scaling maybe this would be possible, i might have to make some sort of archway that covers the join?
So: fog lining up, position of skybox viewpoint (0 seems to er mess this up here?), and whether them scaling illusions can look satisfying in this engine
thanks, Richard
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