Yandros on 3/3/2015 at 14:22
The only way I know to do it is with fog conveyors. Look at Hazelshade Cemetery by NV.
skacky on 3/3/2015 at 17:39
It could probably be possible with particles if Thief had a more robust particle system (and with a good particle image as well).
ZylonBane on 3/3/2015 at 17:48
Great, now I have to waste time trying that. Should be more doable in NewDark since particle transparency isn't clipped so much.
For example, the "fog" that rolls in when it rains in Vampire the Masquerade: Bloodlines is entirely a particle effect.
Yandros on 3/3/2015 at 17:51
I didn't think to suggest that, but it would be worth a shot now with NewDark. I had tried it a long time ago with unfavorable results.
Tannar on 3/3/2015 at 18:17
Intruder did some cool ground fog in the cemetery in
Returning Home, the last mission of
(http://thiefmissions.com/m/KeeperInvestigations) Keeper Investigations. Not sure how he did it but it might be worth looking at.
Cardia on 3/3/2015 at 21:08
Thank you Russ and Mike i will check those missions.
The Watcher on 5/3/2015 at 08:02
I'm doing something akin to that in Xavier's with objects: each object contains 4 square polygons at various orientations, each with its own axle, and a mist texture applied. In game the subobjects are rotated at different speeds with a joint tweq, and by overlapping several objects at different orientations and heights it produces a pretty decent mist effect. It's nowhere near as dense as that ground fog, though - I'm not sure how well the technique would work for that.
ZylonBane on 5/3/2015 at 15:05
Does all that object, polygon, and tweq expenditure really produce significantly better effects than just using a particle system? NewDark bitmap particles do support imparting random spin to each particle.
Cardia on 5/3/2015 at 15:42
what are you guys talking about?