Looks like an interesting idea. I have a couple questions though:
- I presume the blocks would just be something like static Alyssa's Tears, correct (although they appear to be solid blocks rather than web-type blocks)?
- How many cloud blocks were necessary for this?
- Was the brush in the video part of a WE mod, or did it just use standard WE capabilities?
- How would we ensure these blocks are placed in a sensible way (i.e. avoid random builds having clouds above them)? Or would they pretty much just be used for detail on mountains and low-ceiling forests?
- Would it not be better to code fog particle effects + better clouds into a mod, than use static blocks? I suppose the difficulty of this is (1) being able to do clouds at different heights and (2) selecting in-game geographical areas to have permanent/more probable fog.
- I presume the blocks would just be something like static Alyssa's Tears, correct (although they appear to be solid blocks rather than web-type blocks)?
- How many cloud blocks were necessary for this?
- Was the brush in the video part of a WE mod, or did it just use standard WE capabilities?
- How would we ensure these blocks are placed in a sensible way (i.e. avoid random builds having clouds above them)? Or would they pretty much just be used for detail on mountains and low-ceiling forests?
- Would it not be better to code fog particle effects + better clouds into a mod, than use static blocks? I suppose the difficulty of this is (1) being able to do clouds at different heights and (2) selecting in-game geographical areas to have permanent/more probable fog.