Problems with sky and air
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- DarthD.U.C.K.
- Master of the Force

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Re: Problems with sky and air
then delete the parts concerning the effects
- Fiodis
- Master of the Force

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Re: Problems with sky and air
See the SunFlare section at the bottom? That's the sun data.
- [TFA]Padawan_Fighter
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Re: Problems with sky and air
Alright, thanks guys, I've almost got this fixed, but can you tell me what these lines mean?
I want to keep the fog, but I don't want to make it visible as easy--I just want to see it on something when it's REALLY far away.
Code: Select all
FogRange(0, 0);
NearSceneRange(0.5, 85.0, 100.0);
FarSceneRange(5000.0);
SplitOptions()I want to keep the fog, but I don't want to make it visible as easy--I just want to see it on something when it's REALLY far away.
- DarthD.U.C.K.
- Master of the Force

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Re: Problems with sky and air
look into the everythingyouneedthread, there's a link to explained skysettings
- [TFA]Padawan_Fighter
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Re: Problems with sky and air
Isn't that for BF1?
- DarthD.U.C.K.
- Master of the Force

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Re: Problems with sky and air
that doesnt matter, the sky files are the same
- [TFA]Padawan_Fighter
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Re: Problems with sky and air
Hmm. I can't really learn much of what the topic is saying (the images are broken), but I'm assuming a lower FarSceneRange, the farther away the fog is going to be. That's pretty much all I got from that, but I think it should be enough...
*EDIT* It isn't. Can someone tell me how to use the NearSceneRange properly, e.g., what does the first, second, and third set of numbers say?
*EDIT* It isn't. Can someone tell me how to use the NearSceneRange properly, e.g., what does the first, second, and third set of numbers say?
