Hey. I wouldn't know about it if you didn't say anything, so I am glad you're mentioning it. The lighting is so bad in the module that the skybox tends to be slightly unpredictable and will add brighter sections to places on the texture that I otherwise wouldn't see. So, it's possible that it's on the texture; but at such a small amount that I never saw it. (The pixels are also stretched given the way that the skybox has such exaggerated angles, so the textures that make up the skybox itself have to be slightly offset to fix it)
So, I'll give the screens the benefit of the doubt, but it doesn't look as much like that in my game. I can have a few other people test it to see if it's the same for them as well. (BTW, which screen are you referring to? the third from the top in the first set, or the sunset side in the second set?)
The mountains having a blue hue when they go toward the horizon I believe is a result of the horrendous lighting in the module. Fog could be a probable solution, but I don't know enough of how to do it in order to get it done in a timely manner. Do you know of a simple tutorial no how to make/change it?
If not, I can also fall back on my contingency and just color the mountains in the texture with the same purple-blue hue to match the rest of them in the foreground. It won't be as cool, but I know I can do it and quickly.
changing the lightmap is also something I'm considering..
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Eh, I hate to leave it on that note.
Anyway, I'm currently working on the power blast sprite for the bowcaster. Screens when I get the results. (Screens Below)
Next up is the second barrage of skybox cleaning.
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The bowcaster sprites so far:
Bowcaster Standard Fire
Power Blast
No clue yet on how to get the bowcaster soundsets to work since there isn't unique audio for them in the orginal game.