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AmazingGaming
11
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Joined: 23rd Sep 2012
Location: Good Question....
Posted: 3rd May 2013 02:12
So I need to add fog in my game. I made my own fog script after experimenting and this is the best i got



It doesn't do exactly how I am trying to make it do. What I am trying to do is activate fog from a distance. So you cant see up ahead until you get closer to make the static entity visible. still confused? here is an image of what I mean..



On this image you see how in the background, the tree's fade off. I am trying to make a fog script to make this do so...would there be a possible way? Is there something I can fix in my script? please help
SpaceWurm
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Posted: 3rd May 2013 03:14
Set the fog rgb to the same colour as the horizon on the skybox. That's how I do it in my game.

Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
uman
Retired Moderator
19
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Location: UK
Posted: 3rd May 2013 20:19
You could try setting up Local fog using trigger Zones instead of Global fog though I cant really see it would make much difference perhaps.

Landmans suggestion may help somewhat too.

Whatever you do you are limited to how FPSC is able to manage fog.

As far as I am aware :

It does not apply fog to the Sky Box.

It does not support Fog Ranges.

Unless there are any new engine update and or script commands that have been introduced of late to allow more flexible uses and control of how fog is managed and its displayed results.

Where entities are concerned some of these also may not react well to Fog in levels.

I have not studied Fog much of late so perhaps its use has improved since last time I looked at in in levels.

Snake675
FPSC Reloaded TGC Backer
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Joined: 6th Apr 2012
Location: Planet Earth
Posted: 4th May 2013 07:28
Hi

Yes there are new commands to enhance fog effects in FPSC. Look at picture in attachment.

Put this in your setuplevel.fpi:



------------------------------------------------------------
i5 2.8 GHz 64bit / 4G ram / W7 home sp1 / geforce gts 250
FPSC 120 Beta 3

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ncmako
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 4th May 2013 23:06
Hi Snake675
Thanks for this. I missed the new "fogstart/end" commands. Also work great with "plrwithinzone" triggered
best ncmako
AmazingGaming
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Posted: 5th May 2013 01:40
@snake675 Yes I like it....but The whole game isnt suppose to have fog, only this specific level. So couldnt I add in a trigger zone and place the script in there?
Burger
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Location: New Zealand
Posted: 5th May 2013 02:15
Quote: "The whole game isnt suppose to have fog, only this specific level. So couldnt I add in a trigger zone and place the script in there?"


Sure, I don't see why not. You may have to reset it the next level or something.

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rolfy
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Posted: 5th May 2013 09:43 Edited at: 5th May 2013 09:45
Or you could simply change sky,fog and ambiance settings in the loadingpage.fpi for each and every level, somehow I don't think you will want these to be the same for every level in your game anyhow.

I don't trip over...I do random gravity checks.
ncmako
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Posted: 5th May 2013 19:50 Edited at: 5th May 2013 19:54
@ AmazingGaming
I was thinking about something I did for a level once. Like Rolfy said use a foggy skybank, a little fog & right ambience settings, I also added a triggered decalparticle to get this effect.
Burger
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Location: New Zealand
Posted: 6th May 2013 07:08
@ncmako, that's a brilliant effect. How exactly did you set it up, and what particle did you use? (Out of curiosity)

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ncmako
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Location: Hendersonville,NC
Posted: 7th May 2013 17:40
@ Burger
Here's the settings I used. Low ambience, about 3 or less.
fog=1,fogstart=400,fogend=800,fogred=40,foggreen=40,fogblue=55
Decalparticle "Blue or Bluepuff" Settings for particle attached to file. Play with the settings and see what you get. Have fun.
best

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Burger
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Location: New Zealand
Posted: 7th May 2013 23:12
Sounds cool, I definitely try it out

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