It would look way better with higher boxes (the movement of the stars wouldn't be as apparent to the player if they are higher up and two-story buildings have better visuals for any cityscape), but it is a lot of work, because you need to edit every single wall set and decoration piece.
As I have never worked with blender before, I need to read some tutorials first.
I will try out the fog idea first, thanks to djoldgames' code.
And I will keep you updated on the progress! Until then, thanks for all the replies!
EDIT:

The fog looks great ingame, but sadly doesn't help much with the stars. Still going to be a welcome addition in future city maps.
(FF - City of Thieves, anyone?)
Here is the changed code:
particles.lua
Code: Select all
defineParticleSystem{
name = "city_fog",
emitters = {
-- fog
{
emissionRate = 1.5,
emissionTime = 0,
maxParticles = 100,
boxMin = {-6, 0.1, -3},
boxMax = { 6, 0.1, 3},
sprayAngle = {0,30},
velocity = {0,0},
texture = "assets/textures/particles/smoke_01.tga",
lifetime = {10,20},
color0 = {2.55, 2.55, 2.55},
opacity = 0.2,
fadeIn = 9,
fadeOut = 9,
size = {4, 6},
gravity = {0,0,0},
airResistance = 0.1,
rotationSpeed = 0.05,
blendMode = "Translucent",
objectSpace = false,
}
}
}Code: Select all
defineObject{
name = "city_fog",
class = "LightSource",
lightPosition = vec(1.2, 0.2, 0),
lightRange = 0,
lightColor = vec(2.55, 2.55, 2.55),
brightness = 1,
castShadow = true,
particleSystem = "city_fog",
placement = "floor",
editorIcon = 88,
}Code: Select all
import "mod_assets/scripts/particles.lua"