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Realistic fog in LiteC - Any sugestions? #310832
02/17/10 10:00
02/17/10 10:00
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline OP
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PadMalcom  Offline OP
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Posts: 1,993
Karlsruhe
Hi, I'm currently struggling with the question of how to realize fog as it occures in real life!

Does anybody know a good article on this issue? A good link is the loading screen of Assasins Creed:

http://www.youtube.com/watch?v=5tH_NTO6wdg

My basic thoughts are...

1. to limit the users view by a milky transparent image that keeps a certain distance.
2. to make the fog look more interesting by inserting dust / clouds in front if the camera.

Re: Realistic fog in LiteC - Any sugestions? [Re: PadMalcom] #310841
02/17/10 10:37
02/17/10 10:37
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Under A6 i once wrote a code that simulate Silent hill like fog.

http://www.youtube.com/watch?v=XGD88ud5VPk
good example.

I lost the code, but implementation was as following:

setup distant fog (grey/white coloured), just to bleed the edges of the level to the player.
Next I made about 50/100 sprites around the player, that cycles around him in a specific diameter. They move on a global wind variable, and rotate ever so slowly while moving. have them fade in and out based on camera distance for extra effect, but this is optional.

Again, that was made specifically to work for a horror-survival game, and it ate some FPS (also, because i used big textures), the trade off to me was fine back then, since it was a big part to the game...

hope that helps.
regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Realistic fog in LiteC - Any sugestions? [Re: Helghast] #310861
02/17/10 12:22
02/17/10 12:22
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Hi Hel.
Can you please clarify what you mean by "just to bleed the edges of the level to the player" please.
Do you mean that the fog_start is 'quite' close to the camera and the fog_end is 'only fairly' close?
Or do you mean something else entirely?

And were your sprites scattered across different diameters? (some near, some further out)
And what were the diameters like in relation to the fog-range?
(all inside fog_start, or some inside/some outside, type of thing)

Utube looks good...

Thanks dude...


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Realistic fog in LiteC - Any sugestions? [Re: EvilSOB] #310865
02/17/10 13:10
02/17/10 13:10
Joined: Jan 2004
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Helghast Offline
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Helghast  Offline
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Originally Posted By: EvilSOB
Hi Hel.
Can you please clarify what you mean by "just to bleed the edges of the level to the player" please.
Do you mean that the fog_start is 'quite' close to the camera and the fog_end is 'only fairly' close?
Or do you mean something else entirely?


The idea with that is to make the player feel enclosed by the fog (kind of the feeling in the video from around 9:20, the streets).
so yes, fog_start is only a meter or 2 from the player, and after that it already starts to become pretty foggy the more outwards. However this depends on the atmosphere, and what you're trying to achieve.

Originally Posted By: EvilSOB

And were your sprites scattered across different diameters? (some near, some further out)
And what were the diameters like in relation to the fog-range?
(all inside fog_start, or some inside/some outside, type of thing)


I had the sprites scaled randomly at startup indeed, and they fade in and fade out based on distance from the player.
To save framerate, I didnt ent_create them again, I just moved them back to the other side of the player, and had them fade in again.

I'll see if my friend still has that code backed up from me..
If so i'll post it soon laugh

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Realistic fog in LiteC - Any sugestions? [Re: EvilSOB] #310870
02/17/10 13:27
02/17/10 13:27
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline OP
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PadMalcom  Offline OP
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Posts: 1,993
Karlsruhe
Hi, the fog is pretty good in the video. Something similar I'm aiming to achive.

Re: Realistic fog in LiteC - Any sugestions? [Re: PadMalcom] #311002
02/18/10 06:02
02/18/10 06:02
Joined: Oct 2002
Posts: 2,256
Oz
L
Locoweed Offline
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Locoweed  Offline
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Oz
It's not as hard as you think. Maybe search for "volumetric fog" in forums, been done before. I worked on similar effect for an old project called The Kid in 3dgs. It's just a matter of creating just enough sprite fog models at varying distances in front of camera, or more precisely, creating effect() fog particles in front of the camera. The hardest part is getting enough fog particles at random distances in front of camera to look good and also use directx fog to blend out distance, but not so many to kill FPS.

After you get fog particles in front of camera to start with, it just takes some time to tweak them out with testing.

I would show the old code, but wouldn't make much sense with stuff like flashlights and stuff in it, plus it is like 5 years old, wouldn't really aplly to current 3dgs, but if you really want to see the old code, let me know.


Professional A8.30
Spoils of War - East Coast Games
Re: Realistic fog in LiteC - Any sugestions? [Re: Locoweed] #311004
02/18/10 07:00
02/18/10 07:00
Joined: Aug 2008
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bart_the_13th Offline
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Posts: 482

Wow, reminds me the movie "the mist". I've tried your fog algorithm, but somehow I failed to get something like that...

Re: Realistic fog in LiteC - Any sugestions? [Re: bart_the_13th] #311005
02/18/10 07:38
02/18/10 07:38
Joined: Oct 2002
Posts: 2,256
Oz
L
Locoweed Offline
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Locoweed  Offline
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Joined: Oct 2002
Posts: 2,256
Oz
I know you all don't know or care, but like 4 or 5 years ago there was a project being work on called The kID, and in this fog question thread is the only place I will give the last executive file I have of the progress of that game.

I still have all the source, but would take ages to change code and compile what was the last version of it before the person that started project disapeared.

I just played it a little, don't remember too much about it, but all the music was original, made for game. R-Click will attack anything within range, if getting attacked by the bees I would walk backwards then attack with R-Click. The "I" key brings up and closes inventory, arrow keys switches weapons, enter finalizes, not sure that pistol actually works, but if you do use pistol have to l-click hold to aim and then r-click to shoot. "F" key toggles flashlight. There are like 2 doors in level you can enter, one by gas station and one after the cementary. The game was still in very early production, but had some cool stuff for like 4 or 5 years ago. Even had some physics. Anyhow, just for the Fog question, here is the only known early exe of game I have.

If you want to check out this old 3DGS classic, have fun.

http://www.ecgames.com/video/TheKidBeta07.cd.rar

Not really the fog answer you wanted, but brought back old memories, sorry.

That is just like 4 year ago fog, you can make good fog. Just have to tweak some particle effects.


Professional A8.30
Spoils of War - East Coast Games
Re: Realistic fog in LiteC - Any sugestions? [Re: Locoweed] #311220
02/18/10 22:11
02/18/10 22:11
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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I found my old script, I'm converting it, will upload it tomorrow for everyone to use. I have to make some adjustments, so it runs faster laugh and convert from wdl to c.

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Realistic fog in LiteC - Any sugestions? [Re: Helghast] #311263
02/19/10 09:54
02/19/10 09:54
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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kewl... lokkin forward to it. Many thanks...


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
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