I was curious if anyone knew of any tech breakdowns or knew of the process the guy's at DICE are using for some of the backgrounds in Bad Company 2.
It all seems really obvious, but I can't seem to replicate it well. Obviously there is a cube map/skybox in the very back with some general mountain shapes in the texture, and textured mountain geo in the midground.. Their mountains seem to stand up really well to not flattening out, which has been the problem I have always seen when fog and shadow draw distance occurs on objects really far from the camera. Are they are being lit by just one massive sunlight or specific light linked lights?
Any ideas?
![104164895-4.jpg](http://screenshot.xfire.com/s/104164895-4.jpg)
Replies
It blends seamlessly with the ground terrain as well... or atleast is well hidden with foliage.
little bit about frostbites terrain rendering from siggraph
and another
http://www.slideshare.net/repii/frostbite-rendering-architecture-and-realtime-procedural-shading-texturing-techniques-presentation
Very nice, thanks for the linkage.
You're all very welcome.
We dont use any mountains or other defined terrain features in our skyboxes. The rez just isnt there.
About the Geocontrol 2 thing, yes we use it. Most of the time the terrain gets sculpted to fit the gameplay and then we erode it procedurally in GC or WM.
thanks guys...