Granger wrote:Add a skybox?
I didn't think I'd have to spell it out, but clearly there's much more to the void than just its blackness, which isn't solved by skyboxes.
Granger wrote:Speaking of void, I would suggest to change the blackness of the void tile in the mine to the respective wall texture, cave wall type for all unknown tiles and stone type when the tile is known - rendered at ceiling hight. Void looks meh.
Hmm, there may be a case to be made, but I can't shake the feeling that it would look even more weird with there being effectively just a second, slightly elevated floor in the caves.
ven wrote:Couldn't this be solved by random skyboxes, or just a fog like The Elder Scrolls III did back in 2002 to avoid rendering everything?
See above in re skyboxes. As for a fog, my reply above to shubla applies, but I also did consider this for Salem (where a fog would have been very thematically appropriate anyway), but couldn't think of a formulation of fogs that would work for anything other than a strict first-person perspective (or perhaps a close over-the-shoulder perspective). The problem being that "fogginess" ("obscuration factor", if you will) is strictly defined by the distance light travels from the surface it struck to the eye/camera picking it up, and therefore it doesn't limit view distance from the player object, but from the camera, and the camera is not the center of the viewport that the client knows about, and also with a from-above perspective the fog will simply obscure everything. There's also the problem with custom clients
invariably having to remove the fog since it would obscure some objects that are obviously absolute essential to see in competitive play.