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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc. |
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#1
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fog
On my map that I'm making I have a TRIGGER AREA that once you move into it that triggers the move fog. Now my question is: how can I remove the fog after I leave the TRIGGER AREA ?
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#2
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???? See if this works - if not try 0's or extending the fog out of view range.
if never() then fogtype() fogdist() foglevel() endif |
#3
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Quote:
I'm looking into it - in the mean time I wonder if the boys and gals at AW Mod would know? |
#4
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This seems to work reasonably well
fogtype(0) fogdist(10000) foglevel(0) -------------------------------------------------------- Some others just for reference: Fog type : 0=fog, 1=haze, 2=haze wall, 3=fog wall RGB #,#,# numbers are set anywhere between Black 0,0,0 and White 255,255,255 ;colorfade(#) seconds for color to transition (zero is normal) ;sun(#,#,#) sets sun rgb ENV override ;sky(#,#,#) sets sky rgb ;ground(#,#,#) sets ground rgb ;ceiling(#,#,#) sets ceiling rgb ;floor(#,#,#) sets floor rgb (inside ground) ;lightning(#,#,#) sets the color of the lightning ;cloud(#,#,#) sets the cloud color ;gain(#,#,#) sets the brightness of the whole scene ; ;fogcolor(#,#,#) set fogcolor to R,G,B, changes at color fade rate ;fog(#,#,#) same as fogcolor ;skyfogcolor(#,#,#) set skyfogcolor to R,G,B ;skyfog(#,#,#) same as skyfogcolor ;fogtype(#) set fog type 0=fog, 1=haze, 2=haze wall, 3=fog wall ;fogdist(#) sets fogdist to # meters ;movefog(#,#) move fogdist to # meters over # seconds ;skyspeed(#) sets the sky movement speed ;skyheight(#) sets the height of the sky Test map Uploaded Last edited by Guest001; 11-11-2015 at 01:20 AM. |
#5
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holy crap, nice info Stomp
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#6
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Yes Steve as usual it was an interesting question from MAJWIZ
Re: RGB As stated Black is RGB(0,0,0) and White is RGB(255,255,255) Gray tones are numbers between these values and are made using similar number sets like this - RGB(25,25,25) - RGB(128,128,128) etc... Colours are made with dissimilar numbers like this - RGB(25,35,46) - RGB(128,137,148) etc... To simplify things I usually set the fog etc in the editor and use overcast to vary the ambience. Example: if ssnarea(player,1) and never() then overcast(50,100) endif Where 50 represents units of overcast intensity and 100 represents units of change over time. EDIT: BTW - If you want natural looking water use 99,99,99 in the water settings for your map. |
#7
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knew we had a tool for fog colours somewhere: http://www.novahq.net/files.php?Cate...g+Color+Picker
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#8
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STOMPEM That worked purrrfectly. I had the fog so thick that I couldn't see Alpha 1 standing right next to me. oops So had to cut it back a little. thanks for the help mate!!
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