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Rating: 5
Clouds\fog #19183
11/01/03 07:55
11/01/03 07:55
Joined: Nov 2003
Posts: 9
Netherlands
robindegen Offline OP
Newbie
robindegen  Offline OP
Newbie

Joined: Nov 2003
Posts: 9
Netherlands
I can program Gamestudio scripts quite good now. I made my own game without using the prefab WDL files. But, how do i make fog or clouds? I know about that sky texture thing, and i don't like it at all. I just made a clear blue sky, and i want to have fog particles as clouds. I saw it once in a demo game. Can anyone help me please? thanks...


AMD 64 3200+ @ 2.8 Ghz (overclocked) 1,5 Gig DDR 2x 80 GB Serial ATA ATi Radeon 9800XT 256 MB (i have 512 mb, it uses 256 mb of my ram) Windows XP Embedded (Works owesome on a normal pc :D:D)
Re: Clouds\fog [Re: robindegen] #19184
11/02/03 19:54
11/02/03 19:54
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
fog : If you want fog in your whole level, write camera.fog = 50; in your main function (fog 0% - 100%).
If you want fog only for some regions, then assign the textures albedo/fog = 1.
In Map Properties you can change the fog-color as u want...

Darth Felix


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Re: Clouds\fog [Re: robindegen] #19185
11/09/03 10:47
11/09/03 10:47

A
Anonymous
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Anonymous
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A



If you have A6 6.11.4, you can do this:

Code:
sky cubesky                                 // A code for the sky.

{
type = <cubesky+6.pcx>; // Use the sky bitmap.
flags = cube , // Use a new sky system provided by A6 6.11.4.
visible; // Make it visible.
layer = 1; // Layer for the sky;
z = 0; // Adjust the z position of a cube. X/Y are ignored.
material = mat_sky; // Assign a sky material to a sky.
}



For sky bitmap, make sure you have it in a special order: south, east, north, west, bottom, top, and when saving image, make sure that you have "+6" at the end of the file name before the extension.

Re: Clouds\fog #19186
11/09/03 19:51
11/09/03 19:51
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
Senior Expert
Darkstorm  Offline
Senior Expert

Joined: Jun 2001
Posts: 2,006
USA
If you search for fog_start in the manual you'll find this:

view.fog_start
view.fog_end

Quote:

Alternatively to controlling the fog strength trough the fog parameter, these parameters give a start and end range for fog in D3D mode. There won't be any fog closer than fog_start; the world will be all foggy beyond fog_end. This way a very sharp fog boundary can be given, for instance for completely hiding everything outside the clip_range.




Set your for color in map properties and place something simliar to this at the end of the main function in your level script:

Code:
fog_color = 1;

clip_range = 15000;
camera.fog_start = 0.5 * clip_range;
camera.fog_end = 0.9 * clip_range;



This method works pretty well for general fog. Good luck.

Re: Clouds\fog [Re: robindegen] #19187
02/20/04 23:05
02/20/04 23:05
Joined: Jun 2003
Posts: 51
Ohio
Mantis1967 Offline
Junior Member
Mantis1967  Offline
Junior Member

Joined: Jun 2003
Posts: 51
Ohio
To give the effect of moving clouds add the transparent flag, it will show the animated sky in front of your plain sky.

Flags = cube,visible,transparent,overlay;

sky cubesky{
type = <sky+6.tga>;
laye r= 2;
material = mat_sky;
flags = cube,visible,transparent,overlay;



Imagination is more important than knowledge...
Re: Clouds\fog [Re: Mantis1967] #19188
03/12/04 05:22
03/12/04 05:22
Joined: Jan 2002
Posts: 636
italy
argeia Offline
Developer
argeia  Offline
Developer

Joined: Jan 2002
Posts: 636
italy
hi there i played with your script looks cool but what i was trying to do was recreate the clouds used in the torque demo any ideal how to do that


i used teragen to make the sky cube and it looks awsome if i just can figuure out how to get the sun out of the picture
it would be better

Re: Clouds\fog [Re: argeia] #19189
03/13/04 05:53
03/13/04 05:53
Joined: Jan 2002
Posts: 636
italy
argeia Offline
Developer
argeia  Offline
Developer

Joined: Jan 2002
Posts: 636
italy
hi all for those of you that seen the torque demo sky looks preety cool but if you look at it closely i think it can be duplicated pretty easy just dont have the sky texure or the scripting knowledge yet to do it

it looks to me there is 3 layers
one layer is just your standard skycube that you can make in teragen

the other 2 look to be a standard sky texture

if any one knows how to make sky textures can you let me know also a script would be cool to but not really needed i might figure that out lust using the examples above



Re: Clouds\fog [Re: robindegen] #19190
03/13/04 08:20
03/13/04 08:20
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
for the fog you should take a look at the shaders. if u use the position of the vertex to calculate the oFog you can get some very nice fog positions. if you dont know what i mean take a look at shot8 in my latest showcase thread. you can ajust the position of the fog with your shader calculations


www.earthcontrol.de
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Re: Clouds\fog [Re: ello] #19191
03/13/04 17:18
03/13/04 17:18
Joined: Jan 2002
Posts: 636
italy
argeia Offline
Developer
argeia  Offline
Developer

Joined: Jan 2002
Posts: 636
italy
hi ello i have not had a chance yet to play with shaders i have been catching up on everything i forgot in the last year but iam looking forward to checking out your work i know you do great jobs


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