Fog?

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arfur9
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Fog?

Post by arfur9 » 2017-03-06, 00:35

I've noticed in the cmap files there is fog options, do these actually work?
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Carsten
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Re: Fog?

Post by Carsten » 2017-03-06, 10:16

No, :sorry:
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arfur9
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Re: Fog?

Post by arfur9 » 2017-03-06, 11:47

ok ta
I'll probably get away with lights, I have a short exterior scene which needs dark areas were the player can't go
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Re: Fog?

Post by Carsten » 2017-03-06, 12:05

Faking it might be an option, using appropriately made translucent textures that are put on Bezier Patches or brushes with otherwise invisible sides.
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arfur9
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Re: Fog?

Post by arfur9 » 2017-03-06, 12:17

I was going to try that with light rays through a window, like this:
https://www.youtube.com/watch?v=Zafmx3GjNhM

I've used this in rendered images, but usually in the distance
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arfur9
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Re: Fog?

Post by arfur9 » 2017-03-06, 14:23

So far I have:
pic0000.jpg
I can't get a white glow and maintain the transparency

here's the simple texture
rays.png
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Carsten
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Re: Fog?

Post by Carsten » 2017-03-06, 15:15

What does the material definition / material script look like?
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arfur9
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Re: Fog?

Post by arfur9 » 2017-03-06, 15:46

my wild guess was something long the lines:

Code: Select all

"rays"
{
    diffusemap /Textures/rays/rays.png
 //lumamap  /Textures/rays/rays_inv.png

ambientMask d  
alphaTest .8 
 LightShader   none1234 
  noDynLight 
  noShadows
  blendFunc   zero  one_minus_src_color
  meta_editorSave
}
I came up with that looking at decals, I'm guessing its " blendFunc zero one_minus_src_color" which is probably not right?
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Carsten
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Re: Fog?

Post by Carsten » 2017-03-06, 18:04

arfur9 wrote:I came up with that looking at decals, I'm guessing its " blendFunc zero one_minus_src_color" which is probably not right?
Yes, I think so.

blendFunc zero one_minus_src_color can work well – if you have the proper texture for it, which must be specially colored (see some of the related decals for examples).

blendFunc src_alpha one_minus_src_alpha is what is normally used for translucent surfaces, see e.g. Games/DeathMatch/Materials/liquids.cmat for examples. I think that this is the one that I'd use or at least consider as the most promising candidate.

blendFunc one one might work with (very dark-grey) fog textures as well. The fog might be glowing a bit. :cheesy:
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arfur9
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Re: Fog?

Post by arfur9 » 2017-03-06, 18:24

Thank you the last one did it (blendFunc one one ) :)

I might need to stop the back faces showing but its getting there :)
This is my "test stuff" level lol
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Re: Fog?

Post by Carsten » 2017-03-07, 00:18

Good to hear and great to see that! :up:
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Carsten
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