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View Full Version : FOG issue, what am I doing wrong?


WhiteLyon
03-26-2002, 10:06 AM
Why is fog such a pain? I copied the sector from the techdemo map and pasted into a clean new map and now it does the same thing my map from scratch does. When you select the sector the fog is to be in the list as shown, does not contain the fog marker's name? Why is that?
Wondering why it did it to a woking fog room simply after copy and paste when ALL parameters show the same.
Only difference is that the FOG marker name does not show in the sector info FOG pull down list.
Since my last post about fog I haven't messed with this.
Also I have found nothing to help from a search.
Anyone?
thanx!

HighMaintenance
03-26-2002, 10:33 AM
do fog markers need to be named?

sh0dan
03-26-2002, 10:55 AM
Select the worldbase for your sector.

Choose fog1, and select you fog marker. Now you can activate the fog in the sector.

Earthling
03-26-2002, 10:57 AM
AAAAAAAAAAAAAAAH!

SCARY NON-SNAP-TO-GRID ARCHITECTURE!! MAKE IT GO AWAY!

WhiteLyon
03-26-2002, 11:16 AM
I figured that the reason the Fog marker doesn't show in the list is because I didn't set say FOG1 while the walls are select in the entity mode, with the Fogmarker name.
Now it shows in the list. (sector properties)
BUT... that wasn't the problem, still looks the same.
NO FOG. ; )

dammit!

(Earthling: This is just a test level, copy and pasted a section of a formerly working fog area in the techtest demo. It didn't past to grid snap position.)

WhiteLyon
03-26-2002, 04:43 PM
Okay I got it to work now apparently the display setting reset itself back to not showing fog.

HAZE:

Odd thing is Haze doesn't show so easy. such as following the same steps as you do with FOG.

Anyone klnow what the extra step is?
AND...
Whats the difference between haze and FOG really?

3rd: How can you get fog to work outside say over all of your terrain like when your on the ski-lift in Return to Castle Wolfenstien (or No one lives forever) where you can see very far without fog inhibiting your view.

Would appreciate some ideas on this.

GaidinTS
03-28-2002, 12:01 PM
make sure your in the full view. hit "6" on the number pad, the fog should show up then

Jwh
03-29-2002, 08:49 PM
Lemme see if I remember the important steps:

1. Place fog/haze marker. This'll be the top most part of where the fog starts(or where it's most dense? Can't remember). For haze it's irrellevant where it is.
2. Worldbase setting: Fog/Haze 1(2..) = (your entity) Needs to be done to all layers in the area or else you'll have parts sticking out.
3. Sector setting: Fog/Haze = 1(2...) Again, needs to be done to all sectors. The engine won't allow more than one kind of fog/haze shown at a time, and even if you have set everything up properly so that only one will be seen at a time, it starts screwing up in the editor(as of FE) due to uncertainty as to which one to use where. Ingame it'll be fine if you don't mark "see outside sector".
4. Fiddling with the marker settings: The painful part, particularly for fog. I think Michael Harris put up something on fog not too long ago. Haze isn't so hard - just set a color and the "near" and "far" distances, and colors for the directions if needed. Good for atmospheric blue, sand/dust, and as a complement to fog.

Michael Harris
03-29-2002, 09:39 PM
An extensive writeup on fog (FogMarker), by Croteam's Davor Hunski, can be found in the Serious Editor: Item-by-Item v0.34 help/doc, which is downloadable from the Downloads - Miscellaneous area here on Seriously! (www.planetserious.com) or from the Serious Editing site (www.massassi.net/serious) file download area. There is no corresponding writeup on haze, but hopefully the similarity to fog will help.