Come on people, this is a sharing community. He already provided the map, if you really love it, you would have it figured out yourself. Anyway, I'll play
- Terrain: A bunch of doodads Fog Mist around the map. Lower cliff to the lowest level
- Data: Edited Aiur (Urban) Texture Sets:
Fog color: white (255,255,255)
Fog density: 1
Fog distance falloff: 1
Fog distance far: 0.2
Fog distance near: 0.2
Fog falloff: 0.19
Fog starting height: -10
Hide lowest level: Enabled (probably the lowest cliff)
I think I got it all. :P Is there anything missing ?
Suggestion: you could've paint a white texture for the lowest cliff so it can show up white on the minimap
Forgot to mention the addition of the Sun Ray doodads all over the place.
The tiles aren't black, there is just no terrain there so you are seeing the background, which is either nothing (black) by default, or the camera far clip is not high enough.
I'm facing the same issue as zeldarules28,
When I'm creating the map all is fine.
sometime later, when I come back to edit, till a certain point everything is good, suddenly, whenever I change the terrain, the fog becomes black squares.
It might be something I've done in the Lightning manager, but I'm not certain.
Has anyone figured out the 'black squares' thing yet?
I'm wondering if it's just a bug in the editor.
I created a new map with all the cloud settings, and it worked fine. Saved it, closed and reopened the terrain editor without making any further changes, and now anywhere new I try to lower the terrain level results in the black squares (although the original patch of "clouds" remains the same unless I try to modify it).
You don't. It works ingame if I remember well (happened to me a few times when making the Sand Worm Survival arena), I think it was caused by the fog density being too high or something like that... At some point the ground is probably too "covered" in fog to be displayed: assuming the fog values range from 0 to 1, if you set it to 0.5 the value will be out of bounds much quicker, thus it won't display the ground below anymore. But I think Mienk is right though, the "hide lowest level" is probably why it does all of this in the first place.
Not really. It's just another level designer which is conscious that a good map comes to the price of a good atmosphere. I did this kind of effects in both my melee maps (one of which is on a rooftop, not really a sky atmosphere but it's as close as it can get), and Sand Worm Survival, but nobody really noticed. And I'm pretty sure it's not "that" unique anyway, the map is not even complete so I'm pretty sure you can find more of these on BNet, unfinished maps featuring good-looking ideas are legion. Not that I'm flaming the guy, I just don't agree at all with the "unique" part. The map looks good indeed, but it doesn't deserve a thread more than any unnoticed and unfinished map you can find while browsing BNet. Come on, the guy just tweaked with fog and atmospheric doodads... Who hasn't?
High War Mountains (melle map)thought i would toss in this, i had done it awhile back just used the usual cliffs and modified the fog, used some cloud doodads here and there as well.
I don't think so, I'm using Ultra settings and it happens to me as well. And I don't think it's an editor bug either because I've already seen this on other level editors (Unreal Editor and such). Tweaking with fog can be pretty tricky sometimes (it's actually a full time job to deal with lighting and visual/environmental effects), as all parameters interact with each other and there are many ways to achieve what you want to do.
But if at some point a part of the map disappears behind fog, it's because one of the values in the parameters is out of bounds and the engine is not able to understand what to display. It's made that way to optimize rendering (ie. not rendering what is hidden by fog reduces CPU/GPU usage). The only way to prevent these "hidden blocks" is to adjust your fog parameters until you find something looking similar. I did this myself in my maps (Ikari Warriors and Sand Worm Survival), though the fog is different in both I had to deal with depth of field nonetheless... and it worked, but I think it took me half a day to figure it all out for each map!
@joecab: Nice map, actually I like each map you show in the forums every now and then.
I had the same sort of problem with lighting at one point in time , and putting all the settings on a consistent high or Ultra had solved the weird black squares, try that and if that doesn't work for some reason using the editor on a different account had solved the problem completely for me; But ZealNaga is right, and it is something that can be worked around and fixed with the depth of field and such.
I'm thinking...
Couldn't you manage to get a real "cloud effect" by editing the water square model into something with particles? (custom model, of course)
I think adding mist doodads manually underwater is good enough (I did it in Ikari Warriors and it looks great), as long as you don't put too much of them (would cause memory issues, and it looks ugly anyway). If you really want to edit the water tiles, I guess you can try editing lava and modify the attached effects models to its surface (bubbles, rocks jumping, etc...). I'm not sure it's how the lava tiles are done but it's worth trying, I'm pretty sure the creeped water is made that way (ie. a water tile + a model/VFX/doodad on top of it...) and I remember you can change the models used on the surface. I haven't tried though.
I think adding mist doodads manually underwater is good enough (I did it in Ikari Warriors and it looks great), as long as you don't put too much of them (would cause memory issues, and it looks ugly anyway). If you really want to edit the water tiles, I guess you can try editing lava and modify the attached effects models to its surface (bubbles, rocks jumping, etc...). I'm not sure it's how the lava tiles are done but it's worth trying, I'm pretty sure the creeped water is made that way (ie. a water tile + a model/VFX/doodad on top of it...) and I remember you can change the models used on the surface. I haven't tried though.
Yeah, you can put fish and plants with that system. A transparent water with cloud/fog doodads that have modified variations with different heights and a factor of 80% would give a pretty good result, imo, and would definitely look like a sea of clouds :).
@Introversity: Go
Fog are universal so no for now
Forgot to mention the addition of the Sun Ray doodads all over the place.
Ahhh that makes sense
edit- hey wait.. I opened a map I made w/ this and when I add more low ground, the tiles turn black??? What the heck
i made a map like this and for some reason the fog only appears on certain tiers of the map
Never mind i figured out the problem
@zeldarules28: Go
The tiles aren't black, there is just no terrain there so you are seeing the background, which is either nothing (black) by default, or the camera far clip is not high enough.
Okkaay..how do i fix it
I'm facing the same issue as zeldarules28, When I'm creating the map all is fine. sometime later, when I come back to edit, till a certain point everything is good, suddenly, whenever I change the terrain, the fog becomes black squares. It might be something I've done in the Lightning manager, but I'm not certain.
Anyone know how to fix this problem?
Has anyone figured out the 'black squares' thing yet?
I'm wondering if it's just a bug in the editor.
I created a new map with all the cloud settings, and it worked fine. Saved it, closed and reopened the terrain editor without making any further changes, and now anywhere new I try to lower the terrain level results in the black squares (although the original patch of "clouds" remains the same unless I try to modify it).
any one figured out this one? even if I modify the original I get the black squares!
You don't. It works ingame if I remember well (happened to me a few times when making the Sand Worm Survival arena), I think it was caused by the fog density being too high or something like that... At some point the ground is probably too "covered" in fog to be displayed: assuming the fog values range from 0 to 1, if you set it to 0.5 the value will be out of bounds much quicker, thus it won't display the ground below anymore. But I think Mienk is right though, the "hide lowest level" is probably why it does all of this in the first place.
Not really. It's just another level designer which is conscious that a good map comes to the price of a good atmosphere. I did this kind of effects in both my melee maps (one of which is on a rooftop, not really a sky atmosphere but it's as close as it can get), and Sand Worm Survival, but nobody really noticed. And I'm pretty sure it's not "that" unique anyway, the map is not even complete so I'm pretty sure you can find more of these on BNet, unfinished maps featuring good-looking ideas are legion. Not that I'm flaming the guy, I just don't agree at all with the "unique" part. The map looks good indeed, but it doesn't deserve a thread more than any unnoticed and unfinished map you can find while browsing BNet. Come on, the guy just tweaked with fog and atmospheric doodads... Who hasn't?
High War Mountains (melle map)thought i would toss in this, i had done it awhile back just used the usual cliffs and modified the fog, used some cloud doodads here and there as well.
It doesnt works for me... I think it is related to graphics settings.
I don't think so, I'm using Ultra settings and it happens to me as well. And I don't think it's an editor bug either because I've already seen this on other level editors (Unreal Editor and such). Tweaking with fog can be pretty tricky sometimes (it's actually a full time job to deal with lighting and visual/environmental effects), as all parameters interact with each other and there are many ways to achieve what you want to do.
But if at some point a part of the map disappears behind fog, it's because one of the values in the parameters is out of bounds and the engine is not able to understand what to display. It's made that way to optimize rendering (ie. not rendering what is hidden by fog reduces CPU/GPU usage). The only way to prevent these "hidden blocks" is to adjust your fog parameters until you find something looking similar. I did this myself in my maps (Ikari Warriors and Sand Worm Survival), though the fog is different in both I had to deal with depth of field nonetheless... and it worked, but I think it took me half a day to figure it all out for each map!
@joecab: Nice map, actually I like each map you show in the forums every now and then.
@Hookah604: Go
I had the same sort of problem with lighting at one point in time , and putting all the settings on a consistent high or Ultra had solved the weird black squares, try that and if that doesn't work for some reason using the editor on a different account had solved the problem completely for me; But ZealNaga is right, and it is something that can be worked around and fixed with the depth of field and such.
I'm thinking...
Couldn't you manage to get a real "cloud effect" by editing the water square model into something with particles? (custom model, of course)
I think the biggest problem achieving this is hiding the lowest parts of the cliffs, the fog is already fabulous.
I think adding mist doodads manually underwater is good enough (I did it in Ikari Warriors and it looks great), as long as you don't put too much of them (would cause memory issues, and it looks ugly anyway). If you really want to edit the water tiles, I guess you can try editing lava and modify the attached effects models to its surface (bubbles, rocks jumping, etc...). I'm not sure it's how the lava tiles are done but it's worth trying, I'm pretty sure the creeped water is made that way (ie. a water tile + a model/VFX/doodad on top of it...) and I remember you can change the models used on the surface. I haven't tried though.
Yeah, you can put fish and plants with that system. A transparent water with cloud/fog doodads that have modified variations with different heights and a factor of 80% would give a pretty good result, imo, and would definitely look like a sea of clouds :).
Take a look at this map we have here in SC2mapster: http://www.sc2mapster.com/maps/skyward-infestation/
It has that kind of sky and its ok single player mission too.