webGL
by Ice2642. 11/17/25 21:27
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Clouds\fog
#19183
11/01/03 07:55
11/01/03 07:55
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Joined: Nov 2003
Posts: 9 Netherlands
robindegen
OP
Newbie
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OP
Newbie
Joined: Nov 2003
Posts: 9
Netherlands
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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)
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Re: Clouds\fog
[Re: robindegen]
#19185
11/09/03 10:47
11/09/03 10:47
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Anonymous
Unregistered
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Anonymous
Unregistered
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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.
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Re: Clouds\fog
#19186
11/09/03 19:51
11/09/03 19:51
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Joined: Jun 2001
Posts: 2,006 USA
Darkstorm
Senior Expert
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Senior Expert
Joined: Jun 2001
Posts: 2,006
USA
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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.
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Re: Clouds\fog
[Re: robindegen]
#19187
02/20/04 23:05
02/20/04 23:05
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Joined: Jun 2003
Posts: 51 Ohio
Mantis1967
Junior Member
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Junior Member
Joined: Jun 2003
Posts: 51
Ohio
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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...
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