Talk:Ham and jam: Difference between revisions

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::You can recreate a low-poly version of the map as a 3D skybox and fade out to it at a certain distance. That's what I'm talking about. --[[user:TomEdwards|TomEdwards]] 03:43, 24 Mar 2006 (PST)
::You can recreate a low-poly version of the map as a 3D skybox and fade out to it at a certain distance. That's what I'm talking about. --[[user:TomEdwards|TomEdwards]] 03:43, 24 Mar 2006 (PST)
:::Interesting, got a link or some images on that technique.--[[user:gingerlord|gingerlord]] 12:11, 24 Mar 2006 (GMT)
:::Interesting, got a link or some images on that technique.--[[user:gingerlord|gingerlord]] 12:11, 24 Mar 2006 (GMT)
::::[[3D Skybox]] of course! Anyway, I guess you should be using fog for z-clipping anyway so you won't run into performance problems. --[[User:Vaarscha|Vaarscha]] 04:18, 24 Mar 2006 (PST)

Revision as of 05:18, 24 March 2006

Gorgeous maps, shame about the fog. Have you guys thought about the 3D skybox trick to simluate longer draw distances? --TomEdwards 00:43, 24 Mar 2006 (PST)

The fog is there so the engines not drawing a few kilometers of playable map :P --gingerlord 11:38, 24 Mar 2006 (GMT)
You can recreate a low-poly version of the map as a 3D skybox and fade out to it at a certain distance. That's what I'm talking about. --TomEdwards 03:43, 24 Mar 2006 (PST)
Interesting, got a link or some images on that technique.--gingerlord 12:11, 24 Mar 2006 (GMT)
3D Skybox of course! Anyway, I guess you should be using fog for z-clipping anyway so you won't run into performance problems. --Vaarscha 04:18, 24 Mar 2006 (PST)