PDA

View Full Version : Fog question


NutWrench
10-05-2001, 06:50 PM
Is there an easy way to add DistanceFog to a map? I want the center of the map to be clear and getting progressively foggier towards the edge of the map. (The only way I can think of offhand is to put a huge cylindrical fog-free zone brush in the center of the map.)

Ultima
10-05-2001, 09:27 PM
You mean hardware fog? I don't think you can do that. I remember that 3dr said they had added that to the DNF version of the engine, so I'm guessing that the support isn't there in the original engine.

Bean
10-06-2001, 04:09 PM
Nutty, it's damn easy.

Steps:
1. Make it a Fog Zone
2. make lights
3. make lights as they go farther away have progressively higher Volume Brightness/Fog.

BAM! there you go.

[update for Nutwrench]

I made a UT example. click the link:

UT Fake Distance Fog (http://www.tgnetwk.com/thefuzz/bean/fogfar.zip)

[ 10-06-2001: Message edited by: Bean ]

NutWrench
10-06-2001, 05:46 PM
Thanks, Bean. images/icons/smile.gif

Some time ago, I tried making a map with lots of little foglights, but it ended up being a HUGE performance hit. You wouldn't notice it in your demo map because there aren't many polys, but I've seen my framerate cut in half when I tried using a bunch of them. images/icons/frown.gif Thanks to everyone for taking the time to respond, though! images/icons/smile.gif

( I did some more fiddling with the editor and noticed under ZoneInfo-->ZoneLight, there are something about FogDistance and FogColor variables. I'm hoping this turns out to be some sort of global fog setting. )

Bean
10-06-2001, 09:00 PM
you're very welcome images/icons/smile.gif

I believe the global fog distance is is how far the fog will reach in that zone from the center.

for example, if i have a zone which is 512 and you set the distance to 128, only lights that are within that 128 center distance will have fog.

Ultima
10-08-2001, 05:05 PM
doh, I read your post a little too quickly NutWrench. I thought you wanted fog to get thicker evenly as distance increased from the player http://forums.3drealms.com/ubb/icons/icon115.gif

Hey, if you set all your surfaces to super-low lightmap detail (high & low), that would speed up the volumetric fog, I think. It seems that the fog is displayed by being superimposed on the lightmaps that are directly behind it from your point of view.

Ultima
10-08-2001, 05:07 PM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by NutWrench:
Thanks, Bean. images/icons/smile.gif

Some time ago, I tried making a map with lots of little foglights, but it ended up being a HUGE performance hit. You wouldn't notice it in your demo map because there aren't many polys, but I've seen my framerate cut in half when I tried using a bunch of them. images/icons/frown.gif Thanks to everyone for taking the time to respond, though! images/icons/smile.gif

( I did some more fiddling with the editor and noticed under ZoneInfo-->ZoneLight, there are something about FogDistance and FogColor variables. I'm hoping this turns out to be some sort of global fog setting. )<hr></blockquote>


My machine sucks, but I downloaded that map and damn was it lagging for me! images/icons/frown.gif

Bean
10-08-2001, 08:26 PM
yeah, UT sucks when it comes to rendering fog.

it's software fog, so what do you expect. images/icons/tongue.gif