Tile Masks & Empty Tiles
badstrref
Member Posts: 124
Post edited by badstrref on
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For example, a ship at sea ought to have a round mask horizon.
Elemental planes might benefit from empty border tiles, and so on.
I use giant placeables as borders around areas to accomplish a similar effect. I have one for mountains, one for forests, and another for hills, with alpha transparency to allow the skybox to shine from behind. I also use an animated one with a nebula-like texture that rotates around the area to represent an area in the midst of a planar rift. They could be shaped and textured however is needed, and create what I think is a convincing effect, much better than skyboxes alone.
The skybox models have a render clip of something like 1000m (100 tiles) whereas even static placeables currently have a two digit meter render that I don't recall precisely at the moment. I want to say about 85m, which is 8.5 tiles. This becomes more problematic with larger areas, which, even if they are still smaller than the ring, could give a distorted appearance if the player was far from the ring's center.
I think it is also the case that the ring CAN be as large as the skybox, but setting its origin to the center of the area would cause it to downsample as you strayed from center. You could defeat this using TXI's to set downsamplemax, if you haven't already.
The backdrop below is the one I use for forests; you can see it just beyond the archway:
I've also experimented with using a large model of hilly ground with a 16x16 area cut out of the middle to surround areas that are supposed to represent more open plains, as a better-looking alternative to the edge tile system:
@badstrref: Interesting tests
Something I'm interested though, since I used '~Worms Wagon Travel Interior~'. Even it is used only for one tile, these surrounding and moving 'skyboxes' are fascinating. Some of my players want to sit in those waggons and won't move out.