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InvadrZIM
08-05-2005, 12:42 PM
the map im working on has an ocean or sea in it, like a beach. but the problem is of coarse i can't very well go about and make the entire earth just to make the ocean complete. so i was wondering how i would go about creating the illusion of forever wehen in fact forever ends about 6144 uu's away

legacy-BlakeFabian
08-05-2005, 04:20 PM
make the water a skybox mabey? i dunno

InvadrZIM
08-05-2005, 04:35 PM
perhaps theres a way to make think white fog at the end of the level and a blocking or leaving level volume.

but i don't know how to make for in that way

legacy-BlakeFabian
08-05-2005, 04:57 PM
just make the skybox be your water, the walls of your origional room will serve as your blockingvolumes, and add the white fog in the skybox.

InvadrZIM
08-05-2005, 05:54 PM
i want the players to be able to go in the water tho....

legacy-Manzani
08-05-2005, 06:22 PM
Originally posted by inventor209
i want the players to be able to go in the water tho....

I don't think there's a way for you to be totally satisfied with what techniques are still available. You'd have to use some of the ideas mentioned (water skybox) or just place a type of fencing with a blocking volume behind it.

The only way I think you could have the field of water be limited is to have the ocean be an out-of-bounds area, and if the player goes a certain distance out to sea, they're exploded by an Ion Cannon. Just my two cents. :rolleyes:

legacy-thinkingfeller
08-05-2005, 06:24 PM
there are maps in the CBP that do this quite effectively.

legacy-WoW Punisher
08-05-2005, 07:01 PM
here's a neat tip: put a fluidsurfaceinfo in both the skybox and the main map. make them PERFECTLY aligned to one another (k key is helpful!) and you get that illusion.

legacy-Manzani
08-05-2005, 07:18 PM
Originally posted by WoW Punisher
(k key is helpful!)

What does the 'K' key do? :bulb:

legacy-LoPing
08-05-2005, 07:40 PM
I've found that a semisphere mesh (sky) over a semisphere mesh of a larger radius (ground) with the skyzone info inside works pretty well. All of the above in a sky box. Maybe add a little fog.

In ONS-AirMars I think I was able to simulate an area in the sky of mars pretty well.

If your map takes place on ground level, your ground sphere would have a pretty large radius.

---

There's actually a level ONS-Tropica(SP?) that does a nice job. See what they did.

PointlesS
08-05-2005, 08:09 PM
in as-convoy it has a texture that is mostly 100% opaque then towards the edges it fades out into 100% transparency...what you could do is take that finalblend textire that they used and replace the ground texture with a water texture...then either use that same static mesh or it also might work on a fluidsurface info and replace it's finalblend texture with your edited finalblend texture...from there you'd have to create a skybox where half of it is the same water texture that looks like the water moves out to the horizon...this makes the mesh texture blend into the skybox texture so it will look normal from a distance as long as no one gets near the edge...

legacy-thinkingfeller
08-05-2005, 08:40 PM
Originally posted by Manzani
What does the 'K' key do? :bulb:

toggles skybox in editor.

legacy-TheHours
08-07-2005, 10:26 PM
i dont know how to do it.. but im curious to see how you do, so i'll be watchin this thread

legacy-ChookWoods
08-08-2005, 03:19 AM
just make the accessible area really large, add in water to the very edges of the cube, use a skybox with a fog ring, and set up some distance fog of that colour.

then you just gotta add killzones or blocking volumes in the water to stop players swimming to the very edge, and so the fog makes it look like the water fades out into the distance. i used this in my ifulltower map.