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| Varying fog levels per room; sort of like id engine 1 | |
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| Tweet Topic Started: Mar 5 2009, 07:53 PM (429 Views) | |
| Eansis | Mar 5 2009, 07:53 PM Post #1 |
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ghost
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if you've played heretic or doom you know what I'm talking about. Different rooms have different fog levels and colors. This can be used for very immersive levels. For example, 1 room youll be in will be totally bright with no fog, but you look through the archway and see the next room is totally black. You go inside the room and the room is not totally black, but just dense black fog. Simultaneously, you see the room you just came from which is totally bright. This is a very nice effect.
Edited by Eansis, Mar 5 2009, 07:54 PM.
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VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY
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| Despellanion | Mar 6 2009, 01:57 PM Post #2 |
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Forum God
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I remember this effect from Hexen 2. If it was possible with Id tech 1 then it has to be easy to do with U3D
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| Dr. Best | Mar 6 2009, 03:23 PM Post #3 |
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Administrator
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The fog is a global property, it can not be set individual for single objects or rooms in Ultimate 3D 2.1.1 (it is possible in Ultimate 3D 3.0 though ). I recommend changing the global fog parameters linearly as the camera moves into particular areas. If the circumstances allow it you can also set it dependent on the room, without a smooth change (I think I did this in the Tech Demo). Alternatively you could work with post screen shaders, but that would get awfully complicated and inefficient.
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| Eansis | Mar 6 2009, 03:40 PM Post #4 |
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ghost
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That would look ok, but it would not be nearly as good as the fog in id engine 1... I guess I'll just have to wait for u3d 3...
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VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY
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| Bazza | Mar 6 2009, 05:34 PM Post #5 |
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Forum God
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why do you torture us so!! |
| My instinct is to hide in this barrel, like the wily fish. | |
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| Dr. Best | Mar 6 2009, 05:48 PM Post #6 |
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Administrator
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I guess it's because you are using Game Maker .But actually it's sortof unfair since using Game Maker is already enough of a torture. |
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| luenardi | Mar 6 2009, 07:38 PM Post #7 |
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Cofee Machines Rock
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it's possible actualy but hard i can take a whack at it... Dx8.1 has alot of tricks it's like a juggling clown and i think i found a speed up for gm expect a 30% to 70% increase using a hires timer for sync-ing. these are on my to do list. 1. mixed fog and room fog 2.gm speed up |
![]() For your perception no. But my universe has no such limits. www.recall.co.nr | |
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| Bazza | Mar 7 2009, 12:28 AM Post #8 |
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Forum God
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bah i no longer use game maker, im a c4 guy mahself :} but i hang out here from time to time to see if you will release this u3d 3.0 u talk about ALL the time |
| My instinct is to hide in this barrel, like the wily fish. | |
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| ashrat3000 | Mar 7 2009, 01:03 AM Post #9 |
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u3d raytracer
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To the list! |
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그대를 사랑해 | |
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| skarik | Mar 7 2009, 03:56 AM Post #10 |
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kitten eating scum
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Eh, GM is a pain. It hurts my head. |
| Blog|EHS | |
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| luenardi | Mar 7 2009, 08:10 AM Post #11 |
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Cofee Machines Rock
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Games are full of camera tricks. in this case i will render the first room with the main camera setting up the fog just befor the camera renders the room. a second camera will render the next or prev room once again setting up the fog just befor the camera renders the room. while a small engine remenbers where to put the 2nd camera and fog setting. the fading trick is used here aswell. only the limitation of the mind makes things imposible.
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![]() For your perception no. But my universe has no such limits. www.recall.co.nr | |
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| Bazza | Mar 7 2009, 02:31 PM Post #12 |
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Forum God
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http://www.terathon.com/wiki/index.php?title=Fog_Spaces |
| My instinct is to hide in this barrel, like the wily fish. | |
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| Eansis | Mar 7 2009, 02:51 PM Post #13 |
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ghost
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You can do that in GM d3d but Idk about u3d. I've used that technique frequently in gm d3d. |
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). I recommend changing the global fog parameters linearly as the camera moves into particular areas. If the circumstances allow it you can also set it dependent on the room, without a smooth change (I think I did this in the Tech Demo). Alternatively you could work with post screen shaders, but that would get awfully complicated and inefficient.

only the limitation of the mind makes things imposible.
4:40 PM Jul 11