sabinati wrote:e: check out what they are doing in sir, you are being hunted: http://pc.gamespy.com/pc/sir-you-are-be ... 515p1.html
Them are some nice screenshots. I wonder how they're drawing that fog.
sabinati wrote:e: check out what they are doing in sir, you are being hunted: http://pc.gamespy.com/pc/sir-you-are-be ... 515p1.html
sabinati wrote:loftar wrote: normal distance fog
this does add a nice atmosphere, btw
e: check out what they are doing in sir, you are being hunted: http://pc.gamespy.com/pc/sir-you-are-be ... 515p1.html
loftar wrote:sabinati wrote:e: check out what they are doing in sir, you are being hunted: http://pc.gamespy.com/pc/sir-you-are-be ... 515p1.html
Them are some nice screenshots. I wonder how they're drawing that fog.
JohnCarver wrote:anybody who argues to remove a mechanic that allows "yet another" way to summon somebody is really a carebear in disguise trying to save his own hide.
MagicManICT wrote:Been a long while since I've done any 3D (DirectX), but seems like it's a volumetric fog effect based on distance from center.
loftar wrote:MagicManICT wrote:Been a long while since I've done any 3D (DirectX), but seems like it's a volumetric fog effect based on distance from center.
Nah, that would be what I did there in the pictures that I posted in response to Potjeh on the first page. They are clearly using some model that makes the fog "stick to the ground". It's not like I don't have any ideas of how something like that could be done, but I'm nonetheless wondering how they're doing it, concretely.
Makestro wrote:you need to just add a free cam option honestly.
Professor Gu Zhongmao wrote:These projects are beautiful to scientists, but nightmarish to engineers
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