(10-09-2013, 05:30 AM)Statyk Wrote: The draw distance can be changed if you go to the game.cfg
Boxlights also can't really go further than 400x400x400 or else it leaves artifacts, if that's what you have going on there.
That's after I deleted the boxlights, but that's good to know.
Maybe pointlights are the problem? I have a bunch that go 100 distance, but... that doesn't seem very far.
[EDIT: JonnyAnomaly- copy the actual image link (the one ending in .jpg) in between these forum tags;
[ img ]http://www.url.com/img.jpg[ /img ] and remove the spaces, and you're good to go.]
(This post was last modified: 10-09-2013, 05:40 AM by Streetboat.)
Hey, hey, hey guys, did you know there's a sky-dome in the AAMFP assets and it reacts to fog (as long as the alpha < 1). I'm sure you brilliant people (who are much better at editing and making things than myself) could do some fun stuff with that to fix the issues of skyboxes matching fog c:
The basics are nearly done; details come next, then finalizing lighting. (Keep in mind that this is incredibly simple because I had one hour to work on it today; I will spend more time on the shape later, such as adding ventilation ducts, more windows, parking spaces, etc.)
I'm not sure what a detail map is, but since HPL2 can't do texture blending and things, I think the only way to get varied textures and details throughout a terrain is to make a basic terrain with a tiling sand texture, and then make a large sand dunes mesh which you can use a new texture with different details on, but paint the texture so it blends into the terrain texture near the bottom. Then you can position them together in the 3D app so they don't all appear made from one mesh. I guess the smaller/more linear the map, the easier it is to hide these seams from the player. The dunes further away can just be part of a skybox.
I think this idea can be done nicely, but will always be much easier on a smaller scale with more linear travel through the map, as opposed to a wide open world.
(This post was last modified: 10-09-2013, 10:40 PM by JonnyAnomaly.)
Yeah, what you say is true. Considering how large of an undertaking making a properly looking landscape is I would want to do that in an engine which has full support for it. Mostly so to properly utilize all the tools currently available and learn a technique which is sustainable across all modern engines (ultimately a skill which I can bring with me and apply for new scenarios).
Learning how to make terrains using HPL2 would have me spending time trying to work around limitations, rather than exploring the possibilities and pushing my experience. Ultimately, as I would attempt to create terrain for a new engine, I would have to relearn the workflow to account for all of the details.
It's also the fact of having made something which one can be proud of in the end - something which looks as good as possible!
Someday I'll try something like this:
Thanks for trying to help me out and motivate me! I'm fairly certain 'modern' landscapes contain that technique which you showed above, but I want to eat the whole cake - not just the crumbs!
Edit: I wish everyone the best of luck in this challenge! I'm sure the areas will still look good. I just want to learn landscapes a certain way :]
ジ
(This post was last modified: 10-09-2013, 11:17 PM by Acies.)