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.
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. )
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
yeah, UT sucks when it comes to rendering fog.
it's software fog, so what do you expect. images/icons/tongue.gif
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