Bay 12 Games Forum

Dwarf Fortress => DF Suggestions => Topic started by: Silverionmox on January 23, 2009, 04:30:34 am

Title: Depth by darkening
Post by: Silverionmox on January 23, 2009, 04:30:34 am
When viewing a fortress, you can see one level and a bit of the second and third. That's cool if there's a lot of mist, but ordinarily you'd expect the deeper levels to be visible from eg. a mountain top. The lower levels could be displayed with appropriate darkening of the tiles to show their depth.

Additionally, instead of a horizontal cutoff, there could be an option for two vertical cutoff modes, for which the same darkening of tiles (or making them more cyan) might be applied to simulate squares further away.
Title: Re: Depth by darkening
Post by: jaked122 on January 23, 2009, 12:29:13 pm
this would  be easy for toady to implement and would not interfere too much with performance or appearance
Title: Re: Depth by darkening
Post by: Footkerchief on January 23, 2009, 01:15:30 pm
Great idea, but I'd have to see it in action to tell whether it makes things confusing or not.

Does "vertical cutoff" mean, like, a side-view vertical slice?
Title: Re: Depth by darkening
Post by: personjerry on January 23, 2009, 01:24:39 pm
yes wouldn't it get confusing, shading on a 2d surface? by defn of birds eye view that doesn't make sense for different layers.
Title: Re: Depth by darkening
Post by: Footkerchief on January 23, 2009, 01:45:00 pm
I've seen shading-to-suggest-depth stuff that looked good, I just don't know whether it would work for DF in particular.  Some mockups might come in handy here.

Also, maybe instead of always darkening, a "fogging" effect could be used.  For indoor areas you'd use a black "fog," which would just produce a darkening effect, but for outdoor areas you could use the sky color instead, so that "far-away" z-levels would kind of fade into the surrounding air.  This would make hillsides look amazing -- you'd be able to see so much more at once.

Later, if DF ever has some halfway decent lighting, the tile brightness could be used to determine the fogging color.
Title: Re: Depth by darkening
Post by: Sowelu on January 23, 2009, 02:28:07 pm
You'd have to combine this with the special icons currently used for 'stuff on a lower level', rendering most things invisible.  Otherwise, that white stone eight levels down looks just like dark stone on this level.

If objects were rendered on top of some depiction of a floor this would be a somewhat smaller issue, but they're not.
Title: Re: Depth by darkening
Post by: Footkerchief on January 23, 2009, 02:44:15 pm
If objects were rendered on top of some depiction of a floor this would be a somewhat smaller issue, but they're not.

They kind of are -- they're rendered on top of a background color which usually comes from the floor.  Although that background is usually black, so darkening it wouldn't accomplish much.  Perhaps a dark gray "fog" could be used instead?
Title: Re: Depth by darkening
Post by: Silverionmox on January 23, 2009, 04:20:00 pm
I tried this: 9 levels of a tropical forest on a hillside, the picture set at 90% brightness before adding a new level.
(http://i39.tinypic.com/2wlv6ub.jpg)

I notice the different shades of colours, used for the objects, are messing with the feeling of depth. Also, the small animal kind of falls between the layers.

So:
- A stronger darkening/colouring would show less levels, but make the difference between them clearer. Uniformizing the colours might take care of that too, but diminishes the informative value.
- Objects and creatures will be difficult to pinpoint, but you still get the benefit of seeing them in one 2d-picture, so you can follow a titan going up the hillside without trouble, and send your soldiers without frantically switching views to keep track of everyone.
- And finally, it does give a better image of the shape of a mountain. Alternating the ramp symbol for each z-layer might help to distinguish between them, since one ramp icon is superfluous in this view.
Title: Re: Depth by darkening
Post by: Footkerchief on January 23, 2009, 04:57:13 pm
The JPEG artifacts are making it impossible to tell whether that looks good or not.  I think it definitely needs stronger darkening -- there's hardly any difference right now.  Maybe try with a more conservative tileset that doesn't have big blobs everywhere?
Title: Re: Depth by darkening
Post by: Duke 2.0 on January 23, 2009, 05:00:43 pm

 Perhaps show vanilla, along with a slight scaling adjustment for each level? I remember people doing something like that for a parallax example, and it looked rather nice.
Title: Re: Depth by darkening
Post by: ACE91 on January 23, 2009, 05:39:04 pm
I like this idea, so I did a little GIMP magic and created examples for both the depth-by-darkening effect, and the depth-by-fog effect that a previous poster mentioned. I use a fairly large tileset, so the images are pretty big.

Depth by darkening:
Spoiler (click to show/hide)

Depth by fog:
Spoiler (click to show/hide)
Title: Re: Depth by darkening
Post by: Footkerchief on January 23, 2009, 06:02:25 pm
I like this idea, so I did a little GIMP magic and created examples for both the depth-by-darkening effect, and the depth-by-fog effect that a previous poster mentioned. I use a fairly large tileset, so the images are pretty big.

Depth by darkening:
Spoiler (click to show/hide)

Depth by fog:
Spoiler (click to show/hide)

Nice, thanks for making those.

The darkened one looks really good -- I'd definitely use that.

The fogged one looks weird, but mostly because it looks like the hillside is covered with smoke -- I think the fog is too light gray.
Title: Re: Depth by darkening
Post by: mickel on January 23, 2009, 06:34:52 pm
Yea, the fog is too light gray I think. Not sure though. Darkening one looks good. It would be nice to have it fade to blue, as if it were actually filtered through an atmosphere. Then again it might not work for the short distances we're talking about.
Title: Re: Depth by darkening
Post by: Sowelu on January 23, 2009, 07:15:29 pm
The fog one is visually unappealing due to the color choice.

The darking one is hard to use, because if you press "<" once to look at the next layer up, could you tell at a glance whether you're at 'ground level' or not?  Would a newbie be able to tell?  Would that newbie be really confused why he can't select anything?

Unless you can select things on the next level down, you need to be REEEEALLY careful about this, for newbies' sake.
Title: Re: Depth by darkening
Post by: Footkerchief on January 23, 2009, 07:46:23 pm
The darking one is hard to use, because if you press "<" once to look at the next layer up, could you tell at a glance whether you're at 'ground level' or not?  Would a newbie be able to tell?  Would that newbie be really confused why he can't select anything?

Unless you can select things on the next level down, you need to be REEEEALLY careful about this, for newbies' sake.

Well, the V-menu already selects units that aren't actually under the cursor -- it makes sense that that would work across Z-levels, too.  And the V and Q menus make the selected unit/building flash, so it shouldn't be confusing for newbies.  There might be SOME difficulty with the K-menu, but I think "Open Space" combined with pronounced darkening/fogging should be enough to clue them in.  And this should probably be an init option anyway, possibly defaulting to off.
Title: Re: Depth by darkening
Post by: Draco18s on January 23, 2009, 07:51:52 pm
With the darkening, I think you could do it if you made the first layer below be significantly more dark than every other iteration (ie. 40% darker, then only 15% darker for every other layer rather than just 15% for all of them).
Title: Re: Depth by darkening
Post by: Silverionmox on January 24, 2009, 05:01:23 pm
Another advantage might be to make it possible to designate trees for cutting on a hillside more easily.
Title: Re: Depth by darkening
Post by: G-Flex on January 24, 2009, 05:43:49 pm
Any tests with this right now should use lots of weirdly-colored and diverse tiles, in order to examine how, say, depth-by-darkening or depth-by-fog would interact with having hillsides made out of eighty different materials, trees, etc.

Also, just throwing an idea out there, not sure if it would work: Throwing an actual textured effect layer on top of the lower levels, instead of just a simple darken/blend. I have no idea if this would work out well, but it would definitely provide enough distinction between levels. Even some kind of slightly animated fog or something, although DF isn't really much into animation at all at the moment.
Title: Re: Depth by darkening
Post by: Granite26 on January 24, 2009, 10:00:05 pm
Another advantage might be to make it possible to designate trees for cutting on a hillside more easily.
I don't really like the idea, but this is a valid concern.

Wouldn't it be better to make trees really tall and selectable from any level?
Title: Re: Depth by darkening
Post by: [NO_THOUGHT] on January 25, 2009, 12:15:41 am
I think a more grid approach would work best.

ex.       FNM    (current level)        #NM  (next level below where # is black)
           NCH                                 NCH
           VCX                                  VCX

           #NM   (two levels below)   #NM  (third level below ect.)
           NC#                                 NC#
           VCX                                  #CX

These blacked out tiles could be either whole tiles or single pixels. The single pixels would work great but not if you like using a 6x6 tileset. In this case you'd probably want the whole tile approach. This way creates it's own visual effect on the eyes by dithering (alternate two colors to produce a third). You could use black for lower levels and white for higher levels (vice verse if your eyes are wired different then mine). Of course the tile/pixel and colors for lower/higher levels could be init options.
Title: Re: Depth by darkening
Post by: penguinofhonor on January 25, 2009, 01:15:54 am
With the darkening, I think you could do it if you made the first layer below be significantly more dark than every other iteration (ie. 40% darker, then only 15% darker for every other layer rather than just 15% for all of them).
This sounds good. I want to see a mockup of this. ACE91's darkening mockup looks brilliant, but I want to see how it would work with multiple colors and I think that making the current level significantly brighter than the next one down would help a lot.
Title: Re: Depth by darkening
Post by: Draco18s on January 25, 2009, 01:17:28 am
With the darkening, I think you could do it if you made the first layer below be significantly more dark than every other iteration (ie. 40% darker, then only 15% darker for every other layer rather than just 15% for all of them).
This sounds good. I want to see a mockup of this. ACE91's darkening mockup looks brilliant, but I want to see how it would work with multiple colors and I think that making the current level significantly brighter than the next one down would help a lot.

I'd do one, but grabbing the bitmaps and cutting out the unwanted part is a b*tch.
Title: Re: Depth by darkening
Post by: Footkerchief on January 25, 2009, 01:38:50 am
With the darkening, I think you could do it if you made the first layer below be significantly more dark than every other iteration (ie. 40% darker, then only 15% darker for every other layer rather than just 15% for all of them).
This sounds good. I want to see a mockup of this. ACE91's darkening mockup looks brilliant, but I want to see how it would work with multiple colors and I think that making the current level significantly brighter than the next one down would help a lot.

I'd do one, but grabbing the bitmaps and cutting out the unwanted part is a b*tch.

It really is.  I was going to do one in Gimp by turning all the sky-colored areas into a transparent alpha layer, which is easy, but ironically the game's current approximation of a depth effect messes it up -- you can't turn the black background into an alpha layer, because pretty much everything has a black background.

If there was a way to make the "dot" tile the game uses for Z-minus-1 tiles into a solid block of a fixed color...
Title: Re: Depth by darkening
Post by: Xonara on January 25, 2009, 05:42:07 am
ACE91's examples are fantastic. DO WANT :)
Title: Re: Depth by darkening
Post by: Tormy on January 25, 2009, 07:00:13 am
I like this idea, so I did a little GIMP magic and created examples for both the depth-by-darkening effect, and the depth-by-fog effect that a previous poster mentioned. I use a fairly large tileset, so the images are pretty big.

Depth by darkening:
Spoiler (click to show/hide)

Depth by fog:
Spoiler (click to show/hide)

Nice, thanks for making those.

The darkened one looks really good -- I'd definitely use that.

Agreed.  :)
Title: Re: Depth by darkening
Post by: Silverionmox on January 25, 2009, 07:16:00 am
Another advantage might be to make it possible to designate trees for cutting on a hillside more easily.
I don't really like the idea, but this is a valid concern.

Wouldn't it be better to make trees really tall and selectable from any level?

I'm looking forward to non-bonsai trees, too. Selecting at any level would work as well, as soon as that is implemented. Especially since one wants to cut down mature trees, not saplings.
Title: Re: Depth by darkening
Post by: Draco18s on January 25, 2009, 11:58:47 am
I'm looking forward to non-bonsai trees, too. Selecting at any level would work as well, as soon as that is implemented. Especially since one wants to cut down mature trees, not saplings.

Last I checked you can't designate a sapling for cutting.
Title: Re: Depth by darkening
Post by: Silverionmox on January 25, 2009, 12:09:57 pm
As a figure of speech, of course. Real trees at dwarf height aren't much more than saplings, unless they're bonsais.
Title: Re: Depth by darkening
Post by: Mikademus on January 25, 2009, 12:44:31 pm
I like this idea, so I did a little GIMP magic and created examples for both the depth-by-darkening effect, and the depth-by-fog effect that a previous poster mentioned. I use a fairly large tileset, so the images are pretty big.

Depth by darkening:
Spoiler (click to show/hide)

Depth by fog:
Spoiler (click to show/hide)

Nice, thanks for making those.

The darkened one looks really good -- I'd definitely use that.

The fogged one looks weird, but mostly because it looks like the hillside is covered with smoke -- I think the fog is too light gray.

The reason the fog looks weird is because ACE91 selected an unfortunate landscape to showcase. Against black background atmospheric fogging would create increasingly gray zones, but it would look much more natural against a green landscape.

When viewing from above you wouldn't visibly get blue-tinted fog because it takes much longer distances of atmospheric refraction to achieve that effect. Though it would probably look prettier with a gentle blueness to the fog colour.
Title: Re: Depth by darkening
Post by: Footkerchief on February 02, 2009, 03:31:32 am
Bump because I thought of an alternative method -- blur.  Rather than fog or darken tiles on lower z-levels (or in addition to doing so), you could add a slight blur effect, kind of like a poor man's depth-of-field.  This would certainly help the top level stand out.  I think it could look pretty cool.

Obviously performance would be a concern, but I found this Gamasutra article on fast blurring algorithms for games (http://www.gamasutra.com/features/20010209/evans_01.htm).
Title: Re: Depth by darkening
Post by: G-Flex on February 02, 2009, 03:34:55 am
I'm not sure how well blurring tiles at such low resolutions (8x8 - 16x16, usually?) would be.
Title: Re: Depth by darkening
Post by: Footkerchief on February 02, 2009, 03:53:04 am
I'm not sure how well blurring tiles at such low resolutions (8x8 - 16x16, usually?) would be.

You wouldn't be blurring individual tiles -- it would probably look fine, but I think it would entail a lot of unnecessary overhead.  Rather you'd run the blur on entire Z-slices at once, going from the highest Z-slice to the lowest so that you can continuously update an "occlusion grid" to avoid drawing tiles that'll be invisible anyway (the game probably does that part already).
Title: Re: Depth by darkening
Post by: numerobis on February 03, 2009, 10:24:18 pm
The maps archive shows lower levels in much the same way as you're all proposing.
Title: Re: Depth by darkening
Post by: Footkerchief on February 03, 2009, 10:53:10 pm
The maps archive shows lower levels in much the same way as you're all proposing.

It does?  Is there a special option you have to activate or something?
Title: Re: Depth by darkening
Post by: Draco18s on February 04, 2009, 12:47:10 am
I've only had it do it on occasion, and it only shows maybe two extra levels (provided you have already loaded those images by having them up top).
Title: Re: Depth by darkening
Post by: i2amroy on February 04, 2009, 01:49:22 am
I think this idea is really cool, and even though it doesn't look as good, I think that the fog one would work better if it was a different color of fog, because it is possible with the 'darkening' thing that I could confuse a light stone on a lower level with a dark stone on my level. Just a thought here, but could you combine the two? As in have the first level down have the fog effect, that way we can easily tell what is on this level, and then just have each level below it get darker but have the same fog density? Either way, I think this needs to be added to the eternal voting.
Title: Re: Depth by darkening
Post by: Silverionmox on February 04, 2009, 04:45:27 am
Done, under the name: "Depth by darkening / misting / blurring"
Title: Re: Depth by darkening
Post by: Footkerchief on March 30, 2009, 01:15:37 pm
Bump because I just noticed that Toady commented on this a LONG time ago, (http://www.bay12games.com/forum/index.php?topic=1788.msg27962#msg27962) around the time of the first 3D release:

Quote from: RPB
The transition to seeing "sky" only two levels up still seems a bit grating. Any chance of getting some intermediate levels of visibility gradient, at least for the shape of terrain (representing objects and critters at lower levels would be too problematic, so might as well skip it)? Like maybe have floors two floors down show up as plain black, and/or use a gradient of sky-ish blocks, going from black space with thin bluish lines through several progressively heavier levels of "skyishness" until you reach the current aqua-colored space with thin black lines?
Quote from: Toady One
I guess I can try the gradated skies out.  It would involve some extra depth calculations, but that shouldn't be so bad.  There's also the issue of subterranean "skies".  Right now it just uses '#' instead of the sky character.  There are fewer options here, because if it's fading to gray or something, it can be confused with a wall.

Whoa, they even had mockups then too! (http://www.bay12games.com/forum/index.php?topic=1788.msg27992#msg27992)

(http://img511.imageshack.us/img511/3442/3levelcp8.png)

(http://img65.imageshack.us/img65/5896/lowerallonestyleshadedsj8.png)
Title: Re: Depth by darkening
Post by: zchris13 on March 30, 2009, 02:46:27 pm
The second, it is... so... beautiful...
Title: Re: Depth by darkening
Post by: Volfram on April 19, 2009, 02:58:21 pm
OK, at Footkerchief's suggestion(and link-in), I've read through here, and will be adding a post I made elsewhere in the forum to the pile.

I, too, like Ace91's mockups, particularly the Depth by Darkening one.  My idea was to use a slightly different approach, though.

Spoiler (click to show/hide)

In short, depth by scaling.  I was at first inspired by the way that the DFMA makes the next layer down slightly visible, as well as some playing around in 3Dwarf with a camera pointing straight down and a level slice in a map where I'd built a bridge across the top of a bottomless pit(for the visual appeal i'd anticipated in 3Dwarf.  It didn't disappoint)

Through a great deal of thought, I've crafted my suggestion to fit the following requirements.

1: It must be possible to add this hypothetical feature with a minimum of slowdown and, especially, a minimum of development time.  This was my number 1 priority, as making it simpler to implement both improves the chances that Toady will actually do it, AND reduces the amount of delay which would be added to overall development if he did decide to.  I feel that especially with the new graphics system, this is now a very real possibility.

2: It must be as compatable as possible with present tile and graphics sets.  As my suggestion stands, this is absolutely the case, with only the "down a level" graphics being replaced with an invisible square.

3: It must improve the visual effect as much as feasable while adding as little confusing information as possible.  This is why I specifically chose scaling.  As tested in 3Dwarf, it looks really good, and it adds less confusion than simply changing the colors.(an engraving of a tree in Olivine doesn't look like a tree that's two levels down from the current view, for example)  I believe that using scale as the visual depth cue is extremely effective, as it's one of the real-world visual cues we use.

4: It must attempt to compress as much useful information into view as possible, without making it confusing while doing so.



I'll see if I can make mockups later.
Title: Re: Depth by darkening
Post by: Footkerchief on April 19, 2009, 03:45:11 pm
The scaling idea has one small hang-up -- it requires you to display the sides of tiles in some fashion.  If you don't, the display of the stacked layers will have odd, ugly gaps in situations like this:

Code: [Select]
_
 |_

because viewed from above with scaling, the right edge of the top floor no longer has the same xy position as the left edge of the bottom floor.
Title: Re: Depth by darkening
Post by: Volfram on April 19, 2009, 04:04:39 pm
That has been bugging me, but I'll see how it turns out in the mockups.
Title: Re: Depth by darkening
Post by: Raz on April 30, 2009, 12:45:59 am
Scaling tiles by 90% from the middle would not require any visuals on the walls, because the tiles would overlap:

(http://img257.imageshack.us/img257/6424/zlevelscaling.png)
Title: Re: Depth by darkening
Post by: Draco18s on April 30, 2009, 12:52:52 am
It works for interior wells (single vanishing point) but not exteriors, such as mountain faces.
Title: Re: Depth by darkening
Post by: Footkerchief on April 30, 2009, 01:18:52 am
That's what it should look like when you dig out each level, leaving the floors intact.  The gaps make sense in that case.  However, when you haven't dug out a level, the WALL tiles will still overlap and it'll look like there's a gap between them.

One possibility is for the engine to fill those gaps with quadrilaterals to represent the faces of the wall.  I added some of these quads, plus some "mineral clusters" in the bottom to show how different walls and floors look (it's harder to see in grayscale).

(http://i41.tinypic.com/2mxecyp.png)  (http://i42.tinypic.com/2myoq68.gif)

Walls are always 4-sided in DF, but from this perspective, only two sides of a given wall will face "toward" the viewpoint.  So at most you're drawing two extra quads in addition to the tile.

This approach would suffice for rough walls, I think, but constructed walls would present some different problems -- many tilesets, including the default tileset, give walls the appearance of not completely filling their tile, which is a nice effect.  Bringing that effect into pseudo-3D could be difficult.  I'll have to think about it.

Thank you VERY much for making that mockup, by the way.
Title: Re: Depth by darkening
Post by: Volfram on April 30, 2009, 09:02:03 am
Having thought more about the issue(thanks for the mockups, by the way, since I haven't gotten around to it), I don't believe the walls need to be treated differently.  Wall tiles have a particular look to them, and are hard to mistake for something else.

Additionally, I had a single vanishing point in mind the whole time, and I doubt it would look particularly odd on mountain slopes(if my experience with Google Earth is any indication... I live in a fairly mountainous area, it looks cool to drift over the landscape slowly.)

The one thing I might think is having ramps be placed between the two layers they connect.  That is, scale them 90% instead of 80%.(or 95 instead of 90)


[edit]Yes, the mockups rock.  It looks almost exactly like what I had imagined.[/edit]
Title: Re: Depth by darkening
Post by: Footkerchief on April 30, 2009, 01:45:22 pm
Having thought more about the issue(thanks for the mockups, by the way, since I haven't gotten around to it), I don't believe the walls need to be treated differently.  Wall tiles have a particular look to them, and are hard to mistake for something else.

It's not that they would be mistaken for something else -- it's that it would look worse than the current graphics, rather than better.  A vertical shaft with solid walls would still look like a series of flat slices.  Look at the blinking GIF I posted and note how drawing just a couple extra quads (which the GPU can do easily, don't even worry about it) gives the picture so much more depth.  Maybe I'll draw a complete shaft to make the point.
Title: Re: Depth by darkening
Post by: Vattic on April 30, 2009, 02:27:04 pm
This approach would suffice for rough walls, I think, but constructed walls would present some different problems -- many tilesets, including the default tileset, give walls the appearance of not completely filling their tile, which is a nice effect.  Bringing that effect into pseudo-3D could be difficult.  I'll have to think about it.

I see what your saying, using the standard tileset:
(http://img218.imageshack.us/img218/1052/scalingexample.gif)

I must admit though I do like the scaling idea. Reminds me of this:
(http://www.squidi.net/three/set05/img/entry083-ascii2.png)
Source (http://www.squidi.net/three/entry.php?id=83)
Title: Re: Depth by darkening
Post by: Aldaris on May 01, 2009, 01:36:32 pm
I love this idea. It is the thing my forts have so far been missing. I dig lots of high-roofed halls and caverns and I love building rickity structures throughout chasms and pits, and this would make looking at them so much more awesome.

It ouwld also look great with hillsides and stuff.
Title: Re: Depth by darkening
Post by: Footkerchief on May 01, 2009, 02:25:51 pm
^^^ Which idea do you mean? I just remembered how far this thread has strayed from its origins.  I have to say, as cool as proper Z-scaling would be, the basic "depth by darkening" idea would be an amazing improvement on its own, and much less problematic.
Title: Re: Depth by darkening
Post by: Aldaris on May 02, 2009, 04:56:58 am
Well, both of them, really, an init option for current deth/by darkening/by mist would be great, and the 'look into' would be awesome for pits and chasms.
Title: Re: Depth by darkening
Post by: Volfram on May 02, 2009, 09:41:10 am
It's not that they would be mistaken for something else -- it's that it would look worse than the current graphics, rather than better.
I see what you mean.

Personally, I think it looks better either way, and that without vertical walls would be a good quick-hack until Toady wants to spend time to add vertical walls, but if it comes down to half a dozen lines of code, then you're probably right.
Title: Re: Depth by darkening
Post by: Footkerchief on January 16, 2010, 04:16:19 pm
Bump to notify everyone that this thread has an entry in Eternal Suggestion Voting, (http://www.bay12games.com/forum/eternal_voting.php) "Depth by darkening / misting / blurring."  Also, someone made a video of the darkening effect in action. (http://www.bay12games.com/forum/index.php?topic=43510.0)
Title: Re: Depth by darkening
Post by: Silverionmox on February 04, 2012, 02:47:06 pm
It just struck me that this idea could as just as well be applied to make the underground tunnel structure better viewable. With the above progressive darkening of deeper tiles active, we just need a toggle to make all stone transparent (for viewing purposes) (or at least a few dozen levels, a black bottom is necessary). That way, you would get a view from the top down on all your tunnels, as if they were hanging in the air. A sideward view is possible with minimal adaptation of the same algoritms.
Title: Re: Depth by darkening
Post by: MaskedMiner on February 04, 2012, 03:11:46 pm
Bump to notify everyone that this thread has an entry in Eternal Suggestion Voting, (http://www.bay12games.com/forum/eternal_voting.php) "Depth by darkening / misting / blurring."  Also, someone made a video of the darkening effect in action. (http://www.bay12games.com/forum/index.php?topic=43510.0)

Voted.