Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Jim Reed

#41
Sorry Ryan Thimothy, as Al Yankowitc (sp) would say: "Close, but no cigar"  :D

It looks pretty nice, but things in the fog go more white according to depth, not height. Your tree (on the left) appears more white nearer the top than bottom. Mathematically, that's not correct. I see that you managed the depth issue correctly, but the gradient isn't correct.

Hmm...actually, according to perspective, it should be more white on the top (the top is farther away from the viewers eyes than the trunk), but more in line of a ~2% difference.

Now I have to nail you to a burning cross, because you disagree with me.  :P

#42
Go near a river at daybreak and bring a camera. =)

EDIT: Also, show us what you got, maybe I could make you a room and export it? I still owe you for thoose songs  :D
#43
Quote from: Ryan Timothy on Fri 01/01/2010 23:12:47
Pretty much just a top-down gradient at different depths could work.

http://anordinarymom.files.wordpress.com/2009/01/fog.jpg

I doubt it. Foreground elements should show more, not the ones near the bottom.  In this pic, the gradient shows mostly because of the perspective, but check the tree on the left; it's upper part shows normal, emphasizing my point.
#44
Well, the only things you need to draw using this method would be individual clouds of fog.
A nice way to draw it...hm...well, you could draw floor clinging, long, horizontal "clouds" of purelly white, and then make them transparent, according to the before-mentioned method. They should slowly move to one side, pushed by a breeze. Note that strong winds dissipate fog, so make that movement pretty slow.
Fog as you probably know, is just water vapour (just like clouds). If rain falls on a hot day, it would turn into steam (which is warmer than air), and go up. If it gets cold (night falls) the steam cools off and drops to the ground. That's when you get fog. Also, fog is present around marshes, because there is much water there to be turned into steam.

If this doesn't help, try googling marsh/swamp for some reference pictures.
#45
Some Dutch painters when painting ships, used a fog effect for producing depth.

This could be apllied to this problem also.
Basically, fade everything in the distance progressively more white (if the fog is white). For characters, use .y coordinate to tint them more white as they go to the distance, draw the background elements that are more distant more faded, and add some objects to represent particular wisps of fog, making them fully white and adjusting their transparency to less transparent the further they are.
#46
Wiki qoute:

"Most computers manipulate binary data, but it is difficult for humans to work with the large number of digits for even a relatively small binary number. Although most humans are familiar with the base 10 system, it is much easier to map binary to hexadecimal than to decimal because each hexadecimal digit maps to a whole number of bits."

I'd say this is why we use it, but it's just my opinion.
Also, Croatian doesn't have "original" names like eleven and twelve, but use 'teens for those numers instead. But, Croatian isn't many languages anyway =P.

Also, I'm looking for a very old Spectrum game, which revolves around two ships (a pirate and a french one) having a close combat fight. I can remember that the game is about two captains commanding their sailors across a net hung between theese two ships. The game is turn-based. If anyone can help me with this I'd be much obliged.
SMF spam blocked by CleanTalk