Underground draw distance

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Lmaoboat
Posts: 359
Joined: Wed Apr 11, 2012 8:55 pm

Underground draw distance

Post by Lmaoboat »

I want to make a huge, open Blackreach-esque underground area, but the solid fog that simulates darkness makes it hard to look open, and using a skybox is too bright, and has other annoying side effects, any suggestions?

Edit:
Changed title because I was very sleepy and couldn't remember the phrase "draw distance" when I made this thread.
Last edited by Lmaoboat on Sun Nov 02, 2014 12:21 am, edited 1 time in total.
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sps999
Posts: 44
Joined: Sun Oct 26, 2014 11:16 pm

Re: Underground "fog" of darkness

Post by sps999 »

Code: Select all

defineObject{
	name = "cave_light",
	baseObject = "mine_ceiling_pit_light",
	components = {
		{
			class = "Light",
			enabled = true,
			range = 1500,
			color = vec(0.01, 0.01, 0.01),
			brightness = 7,
			castShadow = false,
		},
	},
}
You can put this light in your level; just copy this code into objects.lua or wherever you put your scripts. Then put the light down and raise its height up.

The level will still have a draw distance but it is much larger than before. You can also adjust the brightness if you want (I think the range is large enough to cover the whole map as long as the object is near the middle.)
Lmaoboat
Posts: 359
Joined: Wed Apr 11, 2012 8:55 pm

Re: Underground "fog" of darkness

Post by Lmaoboat »

Thanks for the help, but the draw distance still seems to be a problem. Maybe once the asset pack is released, a custom sky entity could be used.
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