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FPSC Classic Product Chat / Is anyone interested in FOG system?

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Conjured Entertainment
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Posted: 3rd Jun 2011 22:24 Edited at: 4th Jun 2011 03:53
Okay
I remember someone making a statement about changing something in the setup files I think that made the fog much more realistic, but I can't find the thread.
If anyone knows what Iam talking about then please put a link to the thread here.

Otherwise, the question stands...is anyone interested in a FOG system?

I ask because most of the stuff I have found in my search uses HUDs to enhance the built in FOG fpi actions.
So, I wanted to know if a system for animating a series of huds for the FOG would be wanted, or if it already exists. (that would save me the trouble)

The opening scene for my movie requires the use of heavy fog, so I need to find or build a system for it that looks prety realistic.
I plan to uses semi-transparent PNG HUDs stacked and animated for a slight misty motion when walking through it, and for fading it in or out.

Anyway, if you know of an exsisting system then please put a link here to it.

Thanks in advance

uzi idiot
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Posted: 3rd Jun 2011 23:01
I guess you could use particles, but particles totally slaughter performance.


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The Zoq2
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Posted: 4th Jun 2011 00:24
If it looks good, i would use it

Srry about my english im from sweeden
Conjured Entertainment
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Posted: 4th Jun 2011 04:02 Edited at: 4th Jun 2011 04:02
Quote: "If it looks good, i would use it"

Ok, it looks like I will need to make one, becuase I don't see any links to an existing one.
I can't get the stock Fog to work right with this new computer, so the HUDs are the only solution at this point.
It probably won't be overly impressive, but if it looks kind of real then it will do for now.
I'll post a video of the results once they look good enough for my needs and then ask for your feedback.

Wraith Staff
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Posted: 4th Jun 2011 06:59
Sounds cool!

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Conjured Entertainment
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Posted: 4th Jun 2011 15:52
I haven't had much time to play with this, but it is coming along nicely...
This looks more like smoke than fog, but it is a wip, so...

It looks choppy because I am only using 8 frames for the testing.
Once, I get the speed etc right, then I will created more frames with a seamless loop.



...Here is the second attempt...



spudnick
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Posted: 4th Jun 2011 22:19 Edited at: 5th Jun 2011 02:16
Hi Conjured

im glad you have started a fog request or work around. as im in need of such fog effect throughout my game, as X10 can do it fine but i cant seem to get anything from the ini file to work, so i wonder what the point of it being in their in the first place.

Maybe it works along side particles,

any way im working on an eviament fog soulusion instead of a #Hud type like yours, as i would like it to feel more natual like it is in X10 well as good as in X10 i should say, so im gonna have a look into the fog aspect in X10 and see what i can do for the X9 version,

Like i said i have to have it in my game to make it feel dramatic.

So i will keep this post updated to what i can do or find out, and hope others can also help us both in acheiving this for all to obtain/use.

By the way Conjured, Thanks to all the models and other media that i have got of yours, they are very good, i just thought i would get the chance to to say that to you and hope to see many more.

after a lot of digging around trying to compare or find out how x10 fog works, and tried to implement into x9 i have drawn a blank
and so the only way i have found that works great for me is in this thread http://forum.thegamecreators.com/?m=forum_view&t=183047&b=21
and so im happy to use it in my game, as it does not hardly increase the Frame rate..
BlackFox
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Posted: 5th Jun 2011 01:32
Trust Conjured to come up with something like this Looks good for the first and second attempt. Definitely something that will be very, very useful. Looking forward to seeing the results. I know many appreciate your work and will be very grateful.

- BlackFox

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Conjured Entertainment
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Posted: 5th Jun 2011 02:54 Edited at: 5th Jun 2011 20:57
Thanks guys for the encouragement.
I'll be working on this tomorrow, so I should have something decent by Monday.

EDIT

If you watch the middle to the left side of the screen you can see the effect. (the right side still has the seam)
This is only 16 frames, and I will need another 112 for 128 total for the full effect. (each frame is about 140kb so it will be about 18mb of images total)
That means that I will also need to break this into 2 scripts to avoid going over the line limit.
So, I will use one script to create all of the HUDs, and then use the second script to drive the animations.



Okay, here is 16 frames (12.5%) with no seam, so you can get an idea of what this will look like.
It should be about 18.5 seconds cycle at this speed once I get all of the 128 frames done.


Conjured Entertainment
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Posted: 5th Jun 2011 21:52
Okay, I decided to bump the thread since I got no response from the last 2 videos.

Here are 32 frames and it is now running the 2 scripts as I mentioned, so it should be able to handle the 128 frames without exceeding the line limit.
Now I just need to make the other 96 frames.

This is twice as long as the last video, so you can get a better idea of what it will look like later.



BlackFox
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Posted: 5th Jun 2011 22:26
Apologies, Conjured. I would have replied, but it is BlueFox's birthday today. I was tied up serving her breakfast in bed, then doing the chores and playing with the kids. I've finally had some time to check out your videos.

I was going to ask about the scripts being broken down into two or more, as I figured you would hit the cap rather quickly. However, you're on top of that already, and currently your results look great. Nice job. BlueFox says "very cool" as well. Always enjoy seeing visual effects in FPSC.

- BlackFox

The function of good software is to make the complex appear to be simple.
Ched80
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Posted: 5th Jun 2011 22:56
Good work CE! I must say this looks really promising!

The only problem i forsee is the lack movement in the fog as the player moves/rotates. Unless the fog scrolls with the player, the fog may look a sbit fake.

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Conjured Entertainment
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Posted: 5th Jun 2011 23:26 Edited at: 6th Jun 2011 07:02
Quote: "The only problem i forsee is the lack movement in the fog as the player moves/rotates. Unless the fog scrolls with the player, the fog may look a sbit fake."

You're right.
Right now, it only goes one direction (from right to left ) regardless of how the player is turned.
I've been thinking about an advanced system that would detect the direction the player is facing, but that will have to wait.
It would require more condition and thus more lines, so I would have to up it to 3 or 4 scripts then.
Unfortuneately, I do not have the time to work on the advanced part, so this will have to do for now.
This effect will work fine for the shots I need for my movie, so once it is done I am moving on to the next sequence.
When the movie is finished, then I may come back and expand this, but the AppGameKit project I have planned will probably bump it back a bit.

I have 64 frames complete now (50%!), and I will work on the rest later this evening.
I want to wrap this effect up before I have to go to work tomorrow.

There should be an extra surprise for this effect, but I won't say what it is until I am done and have made sure it works right.

EDIT
Well, I'm the one who got a surprise.(see attached)
After 128 frames I realized that getting in a hurry when getting rid of the seam was a big mistake.
I skipped a step in the process and messed it all up.
Oh well, back to the drawing board.
It did work out to about 18.5 seconds, so I can still use these for short shots.
I need to start over though to get it right for a proper gameplay loop.
However, at this point I agree with Ched80 that the effect is not that great in gameplay anyway, since it is directional limited.

GreenDixy
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Posted: 6th Jun 2011 21:59
how about a fog shader in the source code its self and something to tell it if it should be on or not like ... if blah = 0 then dont display fog then using a script have it so it can be triggered to enable it

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Conjured Entertainment
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Posted: 6th Jun 2011 23:17
I've never written a shader, yet. (I rely on Bond for that )

I was thinking maybe use an overly large image and then assign 100 huds accoring to the placement.
Several scripts in a chain could load some vertical movement too.
Then each image could be named based on the x_y coordinates.
I'll probably crach the client, but I'm going to play with that idea a bit.
Geting movement for forward motion and random so pivots wouldn't matter as much would be nice..

GreenDixy
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Posted: 7th Jun 2011 00:32
dont really need to write a shaders, lots of fog systems out there. I am currently putting one into my dbpro project., but best of luck for your setup would be nice to have a decent fog system.

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Hockeykid
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Posted: 7th Jun 2011 01:51
Was this the thread you were looking for?

http://forum.thegamecreators.com/?m=forum_view&t=114723&b=23

Conjured Entertainment
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Posted: 7th Jun 2011 05:52 Edited at: 7th Jun 2011 06:01
Quote: "Was this the thread you were looking for? "

No, that one is good though and I found that one, but it was another one that I remember but can't find.
Thanks though.

I had a new idea after failing at the 128 frames.
This new method only uses one HUD of 0.843mb (843kb), as opposed to the 128 frames before that totaled over 18.5 mb.
So far it only uses one script but that will probably change to 2 before I get the loop right.

This is all scripting using a single PNG image for the HUD. lol

Nevermind the low frame rates...that is what happens when you capture video on a Netbook.



rolfy
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Posted: 7th Jun 2011 07:57 Edited at: 7th Jun 2011 08:00
Its an interesting idea Conjured.
Have you thought of maybe making the fog as a slow rotating sphere, could be attached to a bone for animation, this would be real easy to achieve using Project Green or P.B. in the same way as player legs are done, I cant off hand think of a way to do this in stock FPSC though, except to attach it to weapons (This would at least allow the wepon to be clear of mist as its nearer anyhow).
What you have so far would work real well as an addition to in game fog, reckon you dont really need more than 64 frames if done that way using a slower timer.
If your going to use single image hud making it seamless shouldn't be too difficult.

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Conjured Entertainment
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Posted: 7th Jun 2011 15:36 Edited at: 7th Jun 2011 17:01
Quote: "Have you thought of maybe making the fog as a slow rotating sphere, could be attached to a bone for animation, this would be real easy to achieve using Project Green or P.B. in the same way as player legs are done, I cant off hand think of a way to do this in stock FPSC though, except to attach it to weapons (This would at least allow the wepon to be clear of mist as its nearer anyhow)."

Yeah, I thought of that, but then I remembered how the transparencies don't work well together when you are inside an object looking out of it.
I ran into that when attempting an effect for Cosmic's teleporter beam.

Quote: "What you have so far would work real well as an addition to in game fog, reckon you dont really need more than 64 frames if done that way using a slower timer."

Yeah, that is all I am trying to do, compliment the stock fog system with something simple.
I'll probably use 100 'frames' for this, but I may scale that down to squeeze it all into one script.
The main advantage to using only one image is that it will make it really easy to swap it out for various effects, like different densities or colors, etc.

I'm working on getting a proper loop now, because the script is working as planned.

Edit
Loop is done (see video), but now I need a better image because that one got scrunched.



maho76
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Posted: 7th Jun 2011 17:11 Edited at: 7th Jun 2011 17:53
Not exactly about building fog with decals, i have a question about standard fog.

its easy to set object on fog-status in deleting the effects on that entitiy/segment, but i don´t figure out how to get glass or illuminations on objects under the effect of fog so you cannot delete effect here without loosing transparency of the windows.

searched the cubent.fx for some settings to get effect of glass disapearing in the fog, but i´m totally new in scripting and fx-data is far my horizont, so i stopped stupiding around.

x10 solves it easily, but i think there fog is build with dx10 chipbased?

can anyone help me to get this done if possible?
maho76
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Posted: 7th Jun 2011 17:41 Edited at: 7th Jun 2011 20:52
ok, just add alphachannel to texture and cancel the cubent.fx as the others. why am i asking?^^
s4real
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Posted: 10th Jun 2011 21:56
Looking good Conjured can't wait to see more.

best s4real



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spudnick
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Posted: 11th Sep 2011 02:16 Edited at: 14th Sep 2011 15:00
Hi all, idon't know if you know how to do this already, but it is very easy to have fog or mist extra, just by using stock decal,

ok use either the Blue or Dust puff decal from the generic folder and enter the details of what is in the attached image

by changing the value in the scale size and the Scale only X you can make it fitt to what size map, well to a certain degree, and then just add more decals, i use 6 on a 30 x 30 full size layer with snow falling on a snow scene and it looks like a blizard Well not actual snow fakes as such but the cold mist effect.

Also the Camera Z shift can be changed to suit how closer you want the decal to appear in front of you, Lower the value the closer to the camera and higher make it further away untill it reaches where the decal is placed.

i have attached an image of the decal settings

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