Bardic on 27/1/2008 at 00:42
what about one or more water sheets at knee level with moving cloud textures on them? You could possibly have differing transparency for different levels making the top levels look wispy-ish.
Maybe even fade them in with the fog volumes, so the whole level looks foggy, but you have thicker fog at your feet.
massimilianogoi on 3/2/2008 at 11:15
By the way,
I don't know if you noted that the fog are present just in the building silohuette, and not in the sky....
Any suggestion for a solution??
Judith on 3/2/2008 at 11:37
Fairly simple - applying fog zone to the skybox zone property :) Not sure how it affects performance, as you'll get two fog zones rendered simultanously (one of them being rendered all the time - yup, the skybox).
Flux on 3/2/2008 at 11:39
You have to turn bfogzone and bdistancefog properties to true on the skyzone info actor.(Under zoneinfo). Then set the fogend and fogstart to very low numbers.(Depends on the size of your skybox) Also match its color with your level's fog.
Edit:
Heh, at the same time with Judith, nice to see these forums more active:)
For the performance issue, I'm all good with fog.(both in the level and in the sky) Let's see how it turns out when the level is completely finished.
Judith on 3/2/2008 at 12:20
Quote Posted by Flux
Heh, at the same time with Judith, nice to see these forums more active:).
I hope it will be even more active when I'll finish my experiments with textures and write a small report here ;)