gamecreator Posted August 14, 2019 Share Posted August 14, 2019 It's a bit weird to stand in front of trees that are permanently partially dithered in, until you move again. It would be nice if Leadwerks (or, likely, Turbo) could take this one step further and fade vegetation in or out completely, even if you're standing still, depending on the distance. In other words, if you walk up to a tree and stop, and it would have been half dithered with the current method, it would finish fading in completely. 4 Quote Link to comment Share on other sites More sharing options...
Josh Posted August 14, 2019 Share Posted August 14, 2019 So in other words make it temporal rather than distance-based? That makes a lot of sense. I never really thought about that before. 2 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Slastraf Posted August 14, 2019 Share Posted August 14, 2019 counter example would be if you have a foggy horror game, you would want them to fade in. Or have them render "behind" the smoke already if your method was applied (but have worse performance). Would be cool to have a small setting for that then. 1 Quote Link to comment Share on other sites More sharing options...
Angelwolf Posted August 17, 2019 Share Posted August 17, 2019 Fog would be an amazing addition! Not only to assist with rendering, but also for atmosphere. 1 Quote My Games: Nightmare Prism:::WolfTale:::Dungeon Creeper:::Despair of Ordinary Men:::Piano Simulator 2016:::House (W.I.P) Link to comment Share on other sites More sharing options...
Josh Posted August 17, 2019 Share Posted August 17, 2019 @Angelwolf Like this?: https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Camera_SetFogMode 1 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Angelwolf Posted August 18, 2019 Share Posted August 18, 2019 22 hours ago, Josh said: @Angelwolf Like this?: https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Camera_SetFogMode Okay, I have no idea how I missed this in the documentation previously but I've just tried it and it's amazing! Should really get this added into the FPS script so people know it's there and can take advantage of it. Will definitely be using this in my game(s)!! Quote My Games: Nightmare Prism:::WolfTale:::Dungeon Creeper:::Despair of Ordinary Men:::Piano Simulator 2016:::House (W.I.P) Link to comment Share on other sites More sharing options...
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