Problems with sky and air

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DarthD.U.C.K.
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Re: Problems with sky and air

Post by DarthD.U.C.K. »

then delete the parts concerning the effects
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Fiodis
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Re: Problems with sky and air

Post by Fiodis »

See the SunFlare section at the bottom? That's the sun data.
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[TFA]Padawan_Fighter
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Re: Problems with sky and air

Post by [TFA]Padawan_Fighter »

Alright, thanks guys, I've almost got this fixed, but can you tell me what these lines mean?

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.
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DarthD.U.C.K.
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Re: Problems with sky and air

Post by DarthD.U.C.K. »

look into the everythingyouneedthread, there's a link to explained skysettings
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[TFA]Padawan_Fighter
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Re: Problems with sky and air

Post by [TFA]Padawan_Fighter »

Isn't that for BF1?
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Re: Problems with sky and air

Post by DarthD.U.C.K. »

that doesnt matter, the sky files are the same
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Re: Problems with sky and air

Post by [TFA]Padawan_Fighter »

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?
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