Alter-Fox wrote:I really liked Nuke, I tried Parking but it was too intense for my graphics card

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I haven't tried Swoop yet.
One question for you -- I haven't looked at all the new mediatracker stuff yet but that green nuclear haze looks new. Is there a fog effect now? Otherwise, how did you create that? It was pretty impressive.
Thanks, I played Nuke to death in pod, so I had to make something similar. I was surprised afterward, when I made that video, how well it came out. That corner in the green haze is evil, as it should be, hehe. (So is the 90 degree left turn after it.)
I will have to check out Parking on my laptop which doesn't have a good gfx card. I would have thought it would run better because everything is so enclosed and there shouldn't be much rendering at a time, unless they don't bother to cull. I'm used to quake-type maps where the level is "vis'd" beforehand if you know what I mean.
The fog/haze is an in-game mediatracker effect, the colorfx thing. My maps aren't password protected so you can see how I did it in the editor. You can play around with it to find the settings you like. I also used it in part of Swoop and almost all of The Fog where I had more and less dense patches to make it more interesting. There are a couple of things you have to work around. It only becomes visible when the race starts ("GO!") and if you only have it in part of a map you need to make it so that it looks consistent from different parts of the map. Like in Nuke, you only really see that area when you turn the corner and are driving into it. If you could see it from other parts, you'd either notice it's missing, or you'd have to add a green haze at a further distance, but then the green would also show up at that distance in all other directions. It also doesn't work how you'd like it to if you were to drive the track in a non-standard route, such as backwards. So yes and no, you can do fog as long as you lay out the track correctly and take some time to make it work.
