Talk:Ham and jam

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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)
Thats the main reason for the fog to disguise the z-clip at about 4500 units, could make it higher as im getting quite high fps on high settings with a 6600gt, there is a 3d skybox but its quite a way back as the transistion between the playable area and skybox is a bit rough atm. All the static props fade out between the fog start and the z clip which gives a nice illusion of them coming out of the fog.--gingerlord 12:26, 24 Mar 2006 (GMT)
You should definitly test the map with the aspired playercount. You'll have much more players rendered than on a map with "usual" layout. Also make sure that your (player-)modelers optimize their LOD models heavily... --Vaarscha 04:37, 24 Mar 2006 (PST)

Gingerlord, Waldo and Jed? Well damn thats an impressive name list. --Angry Beaver 12:52, 23 Jul 2006 (PDT)