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Activate/deactivate fog Area
Statyk Offline
Schrödinger's Mod

Posts: 4,390
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Joined: Sep 2011
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#3
RE: Activate/deactivate fog Area

Here are value scripts:


void SetFogColor(float afR, float afG, float afB, float afA);
afR - red value
afG - green value
afB - blue value
afA - alpha value


void SetFogProperties(float afStart, float afEnd, float afFalloffExp, bool abCulling);
afStart - how many meters from the camera should the fog begin
afEnd - how many meters from the camera should the fog reach full thickness
afFalloffExp - the amount by which the thinkness increases
abCulling - whether occlusion culling is active for the fog; this prevents objects behind the fog from being loaded


_____________________________


But if you're able to, this may be easier. It does GLOBAL fog, which surrounds the ENTIRE map. I'm not sure if you have it set in a specific area, or will be able to do this shrtcut instead. ALSO, I don't believe you can change values of global fog, so you'd probably have to change settings for global fog in the level editor, save it there, THEN run this script:


void SetFogActive(bool abActive);
Enables\Disables the global fog.

(This post was last modified: 12-24-2011, 01:46 AM by Statyk.)
12-24-2011, 01:44 AM
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Messages In This Thread
Activate/deactivate fog Area - by Sauron The King - 12-24-2011, 12:58 AM
RE: Activate/deactivate fog Area - by DRedshot - 12-24-2011, 01:40 AM
RE: Activate/deactivate fog Area - by Statyk - 12-24-2011, 01:44 AM
RE: Activate/deactivate fog Area - by DRedshot - 12-24-2011, 12:04 PM
RE: Activate/deactivate fog Area - by DRedshot - 12-24-2011, 02:15 PM



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