Aller au contenu

Photo

Fog & the flashing building textures


  • Veuillez vous connecter pour répondre
9 réponses à ce sujet

#1
rjshae

rjshae
  • Members
  • 4 485 messages

I've noticed a tendency for some building textures to shimmer in the distance with white flashes when the fog is somewhat dense. (This occurs, for example, with the Sunken Flagon model.) I get the reason--the building has two textures occupying the same plane. But it is an annoying effect that detracts from the scene. One fix is to modify the building models so that the textures don't overlap, but that's a lot of work for very little gain. Does anybody have a good suggestion on how to easily disable this effect? Guess I could tone down the fog, but I like the waterfront atmosphere it provides.



#2
Dann-J

Dann-J
  • Members
  • 3 161 messages

Put a tree or bush in front of the offending model part perhaps?



#3
rjshae

rjshae
  • Members
  • 4 485 messages

Unfortunately it's not in a good spot for that. I probably should have laid it out less geometrically so there were fewer long sight lines. Live and learn, I guess. Ah well, I was able to dampen it down a fair amount by fiddling with the fog distances.



#4
GCoyote

GCoyote
  • Members
  • 341 messages

Unfortunately it's not in a good spot for that. I probably should have laid it out less geometrically so there were fewer long sight lines. Live and learn, I guess. Ah well, I was able to dampen it down a fair amount by fiddling with the fog distances.

 

A good idea for depicting any pre-technical society. When you aren't obsessed with order, buildings, etc. tend to follow the lay of the land. 



#5
kamal_

kamal_
  • Members
  • 5 240 messages
Waterdeep's official maps combine more modern grid blocks with older "streets go wherever" sections. Isuppose Iif you really wanted to be accurate you could decide where in the city things are. I dont remember HotU giving an exact location in Waterdeep unless the inn is an official one and not just made up for the game. I say dont worry about it, you can always mark it in your "nice to have but not necnecessary" list of things to do, whereas something like getting the big bad to appear and say his lines is more important.

#6
rjshae

rjshae
  • Members
  • 4 485 messages

Yes, in the canon lore, the Yawning Portal is an established Inn in the Castle Ward of Waterdeep; unfortunately the NWN map layout paid little heed to the actual map. For example, the Inn is located some distance up from the waterfront, while the NWN map has it located just a block away. Anyway I've been more or less following the NWN layout, with additional refinements plus extra details around the periphery. (For example, buildings or billboards laid along every sight line.) I figure some players may complain about the non-conformance with the official materials. I say :P ;) People are always going to complain.


  • GCoyote aime ceci

#7
kamal_

kamal_
  • Members
  • 5 240 messages

Yes, in the canon lore, the Yawning Portal is an established Inn in the Castle Ward of Waterdeep; unfortunately the NWN map layout paid little heed to the actual map. For example, the Inn is located some distance up from the waterfront, while the NWN map has it located just a block away. Anyway I've been more or less following the NWN layout, with additional refinements plus extra details around the periphery. (For example, buildings or billboards laid along every sight line.) I figure some players may complain about the non-conformance with the official materials. I say :P ;) People are always going to complain.


As I put in the readme for Crimmor, gameplay wins over slavish accuracy to official soucebooks when it comes to such things. :) if it needs to be a block from the waterfront, it's a block from the waterfront.
  • GCoyote aime ceci

#8
Tchos

Tchos
  • Members
  • 5 042 messages

That's all well and good if it in fact did need to be a block from the waterfront for the sake of gameplay.  Perhaps it did not.



#9
rjshae

rjshae
  • Members
  • 4 485 messages

That's all well and good if it in fact did need to be a block from the waterfront for the sake of gameplay.  Perhaps it did not.

 

About the only purpose the dock seems to serve is to present a sign saying the dock is closed. :whistle: Well it's decorative too...



#10
GCoyote

GCoyote
  • Members
  • 341 messages

As I put in the readme for Crimmor, gameplay wins over slavish accuracy to official soucebooks when it comes to such things. :) if it needs to be a block from the waterfront, it's a block from the waterfront.


Hey, for all the players know there was a big fire and that section of town had to be rebuilt since the last time Volo passed through the area.