Talk:Ham and jam

From Valve Developer Community
Jump to navigation Jump to search

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)