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DarkBASIC Discussion / fog clumps

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ClearCoder
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Posted: 30th Apr 2003 22:52
is there any way to make fog but only apply it is certain place i need i for cloud and i am already using the backdrop

seeya
dudeman
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Kentaree
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Posted: 30th Apr 2003 23:50
Nope, not using stuff like fog commands. However, what I've seen in some games (eg Mortal Kombat Deadly Alliance) is that they use transparent plains with cloud/fog texturing on this rotating it so it always faces the user, maybe you could experiment with this method.

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bitJericho
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Posted: 5th May 2003 11:48
agrees with kentaree.. also you could use calculate the distance of the camera to the cloud proportions.., and thus turn up fog as you get deeper into the cloud..

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Hell IVIonkey
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Posted: 5th May 2003 12:47
Yeah, that works, but sometimes looks fake as things outside of the fog cloud will look fogged as well. Using this method in extreme moderation and using fog sprites/planes is probably your best bet. Animate the fog as well maybe.
Mentor
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Posted: 5th May 2003 17:07
I fail to see where hellmonkey is coming from?, if you are IN the cloud looking out then the rest of the world will look foggy since you are looking through the cloud, or am I missing something here? :-s

Mentor.

Danmatsuma
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Posted: 5th May 2003 18:08
I would use perhaps two ghosted plains with your fog texture on them, gently scrolling the fog textures opposite ways as you near them and reverse that scrolling (r>l to l>r) so you'd acheive a quite beautiful parallax scroll effect
as you neared the plains, the textures would kind of 'part', like mists clearing. Could look really nice.

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Hell IVIonkey
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Posted: 5th May 2003 20:30 Edited at: 5th May 2003 20:36
Mentor: If standing next to a cloud but not in it, you won't even know a cloud is there. If you're in a cloud but at the very end of the cloud looking outward, the whole world will appear to be one giant cloud.

Usually it's best to make your fog sprites shaped roughly like clouds with very blurry edges. Unless you want a plain extending into infinity with a constant fog texture, you'll need a series of these style sprites. This would, unfortunately, make the parting fog impractical, at least in this implementation, for a scrolling texture would quickly expose the edges of the plain the fog texture would be applied to. A way around this is to either have the fog plains turning clockwise and counterclockwise to create a nifty looking current. Another less practical way would be to animate a fog cloud so that the shape would remain the same, but the clumps of randomness within the shape would scroll.
Hell IVIonkey
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Posted: 5th May 2003 20:40 Edited at: 5th May 2003 20:51
Here's an old fogging tutorial I was making for the Half-Life Editing Resource Center (before it became the Valve ERC), but I never really finished it (thus the bottom portion is inaccurate). Mind you, it's several years old, but still works. When I talk about a "func_illusionary" brush, interpret this as a ghosted plain (which in this case is parallel to the ground).
http://www.geocities.com/brycef84/fogging.html
Also shown in my Cliffs level:
http://www.hotdeathdiner.com/getimage.cgi/331/1


Here's what several animated sprites overlapping will look like (from a HL level I made). It's really effective if done correctly (though in this case it's being used for steam instead of fog):
http://bryce.kicks-ass.org/hl-maps/dc13.jpg

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