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Post Info TOPIC: DM-Brave-RC1 - update 01/10/2012


French cat under acid

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DM-Brave-Beta 7 - pic from beta 8 Update 04/07/2012
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A little update, I have replace fence by grid here :

bravebeta88.jpg

I think to use that grid on some upper windows too



-- Edited by NOVA on Tuesday 17th of July 2012 11:22:17 AM

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Connoisseur of Bourbon!

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Looking very cool M8!

Is that floor material, in the second pic, a custom or enhanced stock material?

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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Lord_PorkSword wrote:

Looking very cool M8!

....


 ...+1, nice



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Yep, a better choice :)

I like the water color more too :D

I suggest you replace the stocks meshes plant by Nobiax meshes, they look so much better !

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French cat under acid

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DM-Brave-Beta 8b - update 17/07/2012
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Lord_PorkSword wrote:

Looking very cool M8!

Is that floor material, in the second pic, a custom or enhanced stock material?


 It's a custom material find on net, I have to remember where lol

stevelois wrote:

I suggest you replace the stocks meshes plant by Nobiax meshes, they look so much better !


 One of theme is actually one of Nobiax !

And haven't found colored plant/flores like thoses from the stock package, and I want those touch of colors ;)

 

@all: glad you like the new grid ;)

 

I just update the first post with a link to beta 8b, no major update, just to match the version I just put on BU ;)

Detail beta 8b:

-I have remove music for now ;)

-added ambient sounds

-Set the water height for better bots pathing (but the result still bad, stupids bots still get stuck on water!)

-Added more deep bias alpha on water pool material

-Added (for test) moisy under water on wall rock main material

-New material on the first floor (the metal one)

-Added wood barrels SM

-Added new fence grid

-And little stuffs here and there...




-- Edited by NOVA on Tuesday 17th of July 2012 05:03:27 PM

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Amateur UT mapper

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The new pics look fantastic, hope to get some time to put it through its paces. Sounds like its shaping up to be an awesome level.

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calculating Pi by hand

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Hi Nova, I completely forgot to upload your textures wink

http://www.mediafire.com/?y1odqgurmf13omm

Diffuse maps have a specular map in the alpha channel. Normal maps have a height map for BumpOffset. The specular map from the alpha channel should be multiplied by itself (due to compression errors).



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Will try B 8b asap :)

Yes cousin, I see you already use Nobiax plants but indeed, he also already released many small trees months ago with some color variety (flowers like).

Look at my mesh collection wink

Also, look at this thread for the meshes in ASE format, done by Achernar smile



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So I had a long match yesterday & I must say that I like all the changes.

Obviously, some stuff are still wip's so the only thing that bug me atm is that the water plane mesh & the water blueish ppvolume aren't at the same level.

Beside that, it's really great progress my couzin :D

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Amateur UT mapper

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The new changes are very welcome, its looking very polished indeed. The final can't be far off.

The depth bias alpha adds to the immersion - pun intended.

I concure with Steve, other than that I notice a small glitch in the roof material see pic:

bravebeta8.jpg

I noticed the wood plank has some tile artifact - it may be my old eyes but I noticed Malks version doesn't have this one, be sure to swap it out if you haven't already.

Other than that it looks final in my eyes.

Keep up the good work.



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French cat under acid

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mAlkAv!An wrote:

Hi Nova, I completely forgot to upload your textures wink

http://www.mediafire.com/?y1odqgurmf13omm

Diffuse maps have a specular map in the alpha channel. Normal maps have a height map for BumpOffset. The specular map from the alpha channel should be multiplied by itself (due to compression errors).


 Hey THX a lot for this work, it's perfect ;)



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French cat under acid

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Achernar wrote:

The new changes are very welcome, its looking very polished indeed. The final can't be far off.

The depth bias alpha adds to the immersion - pun intended.

I concure with Steve, other than that I notice a small glitch in the roof material see pic:

bravebeta8.jpg

I noticed the wood plank has some tile artifact - it may be my old eyes but I noticed Malks version doesn't have this one, be sure to swap it out if you haven't already.

Other than that it looks final in my eyes.

Keep up the good work.


@ steve & you, THX guys ;)

yeah, thos artefacts are common with BSP work, up a bit the lightmap on the material on this place usually fix the trouble.

And the pp volume is well set now.

I'm a bit busy actually, but expect a RC soon ;)

Bye!



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Glad to see that the UOF & BU feedback is helpful cousin :D

Curious to see the enhancements in the next release :)

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French cat under acid

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Just to see how it's looks with Malk's border texture (the pic don't make justice to it) :

brave9wip.jpg

This borders looks really more real and strong now ;)

 

And a really WIP pic from the outdoor I would obtain (sorry for this quick drawing lol) :

braveext.jpg

But my main trouble comes again with the terrain tool, it's drive me crazy...

If someone want work on terrain for me, it would be awesome, if not, I will give up this part because I really don't have the time to work with this stupid tool !

Bye!



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Well, the enhanced bordure material look awesome indeed :D

But what'sthe prob with the terrain tool ? It look curvy enough to me ? Beside, if that new area will be accessible or it's just for deco ?

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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thoses textures are impressive and look very very good, all fits to the place nicely...(musique exclue bien sur ....mdr^^) the arches on the top of the map are pure asskick



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Hi all,

- I have checked on this forum once or twice; and i think some of the stuff is really good, I hope you don't mind me joining because i could not let this comment pass.

But my main trouble comes again with the terrain tool, it's drive me crazy...

If someone want work on terrain for me, it would be awesome, if not, I will give up this part because I really don't have the time to work with this stupid tool !

-Nova, this map looks very nice, it seems like you have put alot of good effort into making it.

-I understand that UT3 terrain editor is, at first, a total nightmare; worthy of blasphemy, but i promise you this...

- if you dedicated 1 hour to terrain; inside a clean map, just messing around with it, you will be able to use it.

- i hated terrain for months; then one day i realised its potential and how easy it is to use.[although time consuming and sometimes annoying]

- keep up the good work on this map, and do not bail on the terrain, UT3 needs dedicated mappers to stick with it.

 

 



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Welcome on UOF forums TKBS smile



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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TKBS wrote:

Hi all,

- I have checked on this forum once or twice; and i think some of the stuff is really good, I hope you don't mind me joining....


 lol....u re more than welcome around here mate and feel free to post ur wips, i m sure we ll be happy to test n comment....even if most of us can also do it on Epics forums



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French cat under acid

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TKBS wrote:
-Nova, this map looks very nice, it seems like you have put alot of good effort into making it.

-I understand that UT3 terrain editor is, at first, a total nightmare; worthy of blasphemy,

You couldn't explain better my feeling for this tool !

but i promise you this...

- if you dedicated 1 hour to terrain; inside a clean map, just messing around with it, you will be able to use it.

- i hated terrain for months; then one day i realised its potential and how easy it is to use.[although time consuming and sometimes annoying]

I have experiented that too, but far months ago, and I had obtained some good results (I think to DM-Alpine Rocket for thoses who remember it ;) )

But when I have try on Brave some days ago, it was like I have forgotten everything, damn !

- keep up the good work on this map, and do not bail on the terrain, UT3 needs dedicated mappers to stick with it.


 Welcome here TKBS and THX for your support, I promess nothing but I will try again ;)

Lot's of people seems to like this map over the forums so it's worst probably the efforts, and I would be proud to have succeeded to make a NICE TERRAIN with this confuse tool !



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Unreal Old Friend

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This map is really refreshing, compared to standard UT3 maps! Bright and alive ambience, hell yeah! That's wonderful and so far the map looks very nice. Also the simple design, using mainly brushes and less static meshes, is well done so far! Gonna keep an eye on this one and can't wait for the final version! :)

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French cat under acid

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VaLkyR_Anubis wrote:

This map is really refreshing, compared to standard UT3 maps! Bright and alive ambience, hell yeah! That's wonderful and so far the map looks very nice. Also the simple design, using mainly brushes and less static meshes, is well done so far! Gonna keep an eye on this one and can't wait for the final version! :)


 THX for your kind words mate ;)



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hey mate apart for all team like steve and buddies any chance for next months for a new uof mappack wink wink? xd
the map is very orgasmic and sexy me likes! god lightning!

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darksonny wrote:

hey mate apart for all team like steve and buddies any chance for next months for a new uof mappack wink wink? xd
the map is very orgasmic and sexy me likes! god lightning!


 I cannot take part from another mappack actually, too busy in RL...

Thx for your kind words ;)

I take advantage of this post to say that I haven't forgot the development of this map, it's just that it's take more time than I was hoped !

Bye!



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French cat under acid

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DM-Brave-RC1 - update 01/10/2012
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RC1 is available on the first post.

I don't wanna go more deeper on the dev' of this map because no enough time and I want keep my free time for other new map ;)

Plus I like the map as it is actually, simple but decent & fluid !


So no major update on this one, just the addition of the textures by Malk, some minor deco update and the definitive music !

I just wish your feedbacks to be sure everything is ok (the map launch properly, no bsp trouble, texture missing, etc...)
I cannot make something better for behavior of the bots in water...
I will add the preview shot for the final version.

THX in advance !



-- Edited by NOVA on Monday 1st of October 2012 06:10:02 PM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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hey mate,

very nice map, visually top notch, music according perfectly
i really like the shadowing and the contrasts
the athmo is immersive and with more than 4 bots it s a pure frag fest, the layout is close to perfection and allow all kind of mooves and like i probably already told it it fits like a glove to UT3 very special shock comboing....(as u can shot ur balls in very small "corridors" between two objects ...in ut2k4 the balls collisions was hurting everything, in UT3 the collisions use a very small radius......all that blah blah to say that it s very fun on such a map to catch peeps when they are two corners away)
the lift speed is nice
here some minor visuals that i like less...very minor haha^^

here i was waiting for some velocity restrictions when i crossed the water

1-1.JPG

i like a lot ur sea but tbh i still finding weird the horizon line, like if the sky was cut in the middle high in the sky and applyed on the horizon....no color variations (dégradé)...

1-2.JPG

and last detail is on this stone tiling, imo theres not enough relief (normal map?), under some angles it just look flat

1-3.JPG

so....congratz for this one, u got a winner again, top job



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Will play it asap bro :)

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French cat under acid

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Bl!tz wrote:

here some minor visuals that i like less...very minor haha^^

here i was waiting for some velocity restrictions when i crossed the water

There is a water volume here, so normally there is some low velocity, but pobably ineficient because the player is not enough inside on the volume.

I can put another physic volume to low the velocity here.

But I have another trouble here, you have probably not noticed that but if you crouch here, you simply... die ! And I don't know why ???!!!

If somebody knows why...


1-1.JPG

i like a lot ur sea but tbh i still finding weird the horizon line, like if the sky was cut in the middle high in the sky and applyed on the horizon....no color variations (dégradé)...

I don't like that visual too,but I don't know how fix that.

If I put a height fog to lower the frontline, it's ruin the water reflexion effect...

If I use PP effect options, it's ruin the sky...

Maybe add something like a "ring SM" with a material who "blur" the frontline, but I don't have...

So if you have some ideas bros ;)


1-2.JPG

and last detail is on this stone tiling, imo theres not enough relief (normal map?), under some angles it just look flat

Hum, yeah it's looks very flat on your screen, not notice that at home...

Maybe a wrong setting on the material, not sure to have set it correctly, Malk could help me here ;)

1-3.JPG

so....congratz for this one, u got a winner again, top job

THX frangin ;)


 



-- Edited by NOVA on Tuesday 2nd of October 2012 11:32:44 AM

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So I've played it yesterday. I like it & all the changes are for the better :D

For what I like :

Really a good decision tu use Nobiax floor texture & the other materials are also awesome ! A very nice mix of metal, stone, wood all over the place. I like very much the barrel, palet & everything custom the map as to offer.

Music is great & fit's with the theme as long as announcements which I really like. The added BSP here & there is great too :)

For what I like less :

I second Éric for the slow moving effect at the rocket launcher spot. You can add a physic volume & adjust the velocity so player are slowing down when they enter the volume. Therefore, if I remember, a water volume have some of the same settings as a physic volume so you can adjust the velocity parameter. If players receive damage when they crounching is because you have a default damage value that is effective, just put "0" into the field & choose the proper "damage type".

As Éric, I think the horizon look too basic. It doesn't look like a water reflection to me but only a water transparent material + a skydome mesh that is upside down. For a solution :

- You can add heightfog that is starting at 4096 or more uu's.
- Add flat mountains mesh like I did in CTF-Fatima or high mountain like in CTF-Citius.
- Add the asteroid mesh with a blurry material like I did in DM-Station12. DGUnreal as the same type of mesh in his skydome package.
- Add a mesh plane under your water plane using a rocky material like in DM-Shrift.

Personally, I do not found your stone material to look that flat, it depend on how the light is reflected by your normal map. A AO map would help for sure but adjusting your height map value will help a bit (x = 1.0, y = 1.0, z = 0.5, a = 1.0). Malk can surely help you out making a AO map ?

I still don't think the invisibility fit's there, to much power in such a close distance & make this part of the map to busy compare the other parts. Further more, bots are dumb in water volume so...

As for plant deco, I really like the the palm & Nobiax plants. The map would look better with other custom plants. The stock one look outdated & not as good as the custom one. They aren't light properly neither. In some place, they look almost radioactive, specially those near the Stinger. It's your choice to keep them but since the map is using more custom assets than stock assets, make it look 100% custom from my pov.

I really like the meshes bar you use for the windows grid. I would definitely replace the stock square HU grid by the same bar so it look more tropical & uniform.

In all, it's a very nice map. Most things I like less are very subjective. But I prefer to say it so you have my real thoughts about the map hoping you can push more the visual potential even if it look very nice already.

Keep it up my couzin :D

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calculating Pi by hand

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That normal map is looking ok. The problem is just that normal maps won't have an impact on surfaces that are not directly lit, skylight don't count here.
A little trick is to multiply the normal maps blue channel with your diffuse: http://www.abload.de/img/stonenormald1ipp.jpg
A heightmap will also help for bumpoffset mapping, though I think the difference will be only slightly noticeable.


As for the skyphere, I don't how heightfog works exactly but some kind of distance fog would definately help here to cover the area where sky meets water.



-- Edited by mAlkAv!An on Tuesday 2nd of October 2012 09:03:24 PM

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French cat under acid

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stevelois wrote:

So I've played it yesterday. I like it & all the changes are for the better :D

For what I like :

Really a good decision tu use Nobiax floor texture & the other materials are also awesome ! A very nice mix of metal, stone, wood all over the place. I like very much the barrel, palet & everything custom the map as to offer.

Music is great & fit's with the theme as long as announcements which I really like. The added BSP here & there is great too :)

I stop to read here ah ah !

For what I like less :

I second Éric for the slow moving effect at the rocket launcher spot. You can add a physic volume & adjust the velocity so player are slowing down when they enter the volume. Therefore, if I remember, a water volume have some of the same settings as a physic volume so you can adjust the velocity parameter. If players receive damage when they crounching is because you have a default damage value that is effective, just put "0" into the field & choose the proper "damage type".

I have totally forgotten the damage is "on" on water volume, it's the key off course ;)

Yeah I will work with the velocity here.


As Éric, I think the horizon look too basic. It doesn't look like a water reflection to me but only a water transparent material + a skydome mesh that is upside down. For a solution :

- You can add heightfog that is starting at 4096 or more uu's.
- Add flat mountains mesh like I did in CTF-Fatima or high mountain like in CTF-Citius.
- Add the asteroid mesh with a blurry material like I did in DM-Station12. DGUnreal as the same type of mesh in his skydome package.
- Add a mesh plane under your water plane using a rocky material like in DM-Shrift.

I will try yours solutions, thx !

Personally, I do not found your stone material to look that flat, it depend on how the light is reflected by your normal map. A AO map would help for sure but adjusting your height map value will help a bit (x = 1.0, y = 1.0, z = 0.5, a = 1.0). Malk can surely help you out making a AO map ?

It's actually set to 1.5 1.5 0.5, it's the max before obtain glitch on the texture. I just re-check, for me the material is ok like that.


I still don't think the invisibility fit's there, to much power in such a close distance & make this part of the map to busy compare the other parts. Further more, bots are dumb in water volume so...

It's a good point, it can avoid bot to jump on water and...become crazy !

As for plant deco, I really like the the palm & Nobiax plants. The map would look better with other custom plants. The stock one look outdated & not as good as the custom one. They aren't light properly neither. In some place, they look almost radioactive (ah ah, yeah I have recreate this plant material very fast and it's not a success I agree lol), specially those near the Stinger. It's your choice to keep them but since the map is using more custom assets than stock assets, make it look 100% custom from my pov.

I agree but don't wanna spend to much time to import other stuffs, etc...but maybe

I really like the meshes bar you use for the windows grid. I would definitely replace the stock square HU grid by the same bar so it look more tropical & uniform.

I would put more variety to the windows grids... I will see what I can do ;)

In all, it's a very nice map. Most things I like less are very subjective. But I prefer to say it so you have my real thoughts about the map hoping you can push more the visual potential even if it look very nice already.

You always puch me to be less lazy on my map, I just can thx you for that !


 

mAlkAv!An wrote:

That normal map is looking ok. The problem is just that normal maps won't have an impact on surfaces that are not directly lit, skylight don't count here.

I agree, Bl!tz take this screenshots on the shadow, it's unfair ahah !


As for the skyphere, I don't how heightfog works exactly but some kind of distance fog would definately help here to cover the area where sky meets water.

I have to retry this method, the problem was the height fog is off at a certain heigh, but still present below. But not sure to have test with the start distance very far, i will do.


 



-- Edited by NOVA on Wednesday 3rd of October 2012 05:26:02 PM

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calculating Pi by hand

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I know that UT3 is somehow limited regarding post processes but it might be possible to create some kind of a hacky pp-volume with a specific material which adds distance fog. Got to try that by myself...

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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I agree, Bl!tz take this screenshots on the shadow, it's unfair ahah !

wdye2.JPG



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stevelois wrote:

Therefore, if I remember, a water volume have some of the same settings as a physic volume so you can adjust the velocity parameter. If players receive damage when they crounching is because you have a default damage value that is effective, just put "0" into the field & choose the proper "damage type".


 In fact, the velocity is already well set in a water volume, and damage is set to 0 by default. So I have delete the WV and redo one from start.

Now, no more die when you crouch and your run is slowed inside (yeah !).

But, now I have a "buggy" effect when I escape the RL area with using one of the 3 ramps. I'ts like you are on a swimingpool with vertical wall in front of you (you have to move up the mouse to walk on the ramp if you don't want to be blocked at the end of the water volume, it's ruin the flow...cry

I have try many differents placement of the W Volume, several shape, nothing works furious



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French cat under acid

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mAlkAv!An wrote:

I know that UT3 is somehow limited regarding post processes but it might be possible to create some kind of a hacky pp-volume with a specific material which adds distance fog. Got to try that by myself...


 It could be cool if you find a way to make that.

Because actually, with adding a second heighfog, I obtain after full build some artefact on the Ocean sheet, weird confuse



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