Ground Fog!, without shaders.
Moderator: Moderators
Re: Ground Fog!, without shaders.
Well i had the view distant extremly high for nice screenshots.
Re: Ground Fog!, without shaders.
I had a idea,
Perhaps you can make it so we can define a texture too? That would be awesome ===)
Perhaps you can make it so we can define a texture too? That would be awesome ===)
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: Ground Fog!, without shaders.
Yeah, that'd be brilliant. At the very least if we could define the colour...
Re: Ground Fog!, without shaders.
Warlord Zsinj wrote:Yeah, that'd be brilliant. At the very least if we could define the colour...
we can define the color!
Re: Ground Fog!, without shaders.
And you can use a texture, with like... two lines of code, to define the blending method and the texture.
The real problem with this is that it renders very slowly if you use enough layers for a smooth gradient, due to clipping and blending layers. I dunno whether there's a solution for that- maybe build a display list where intersections between hill edges and the fog are adjusted properly, and then render the fog in sectors, so that you're only rendering the fog within the POV? It'd result in a lot higher polycount, but I am thinking that's not the problem, it's all of the clipping and z-ordering.
But the settings I used on the World Builder demo map, for example, ran very slowly on older hardware- blending is apparently very expensive. I don't have a solution for that at present
The real problem with this is that it renders very slowly if you use enough layers for a smooth gradient, due to clipping and blending layers. I dunno whether there's a solution for that- maybe build a display list where intersections between hill edges and the fog are adjusted properly, and then render the fog in sectors, so that you're only rendering the fog within the POV? It'd result in a lot higher polycount, but I am thinking that's not the problem, it's all of the clipping and z-ordering.
But the settings I used on the World Builder demo map, for example, ran very slowly on older hardware- blending is apparently very expensive. I don't have a solution for that at present

Re: Ground Fog!, without shaders.
Can u plz add them, its only 2 lines of code!Argh wrote:And you can use a texture, with like... two lines of code, to define the blending method and the texture.

Re: Ground Fog!, without shaders.
Here ya go. Turned out to be a little more than two lines, I forgot about having to set the texture coordinates, etc., and I cleaned up a few things.


- Attachments
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- unit_ground_fog.lua
- (5.64 KiB) Downloaded 67 times
Re: Ground Fog!, without shaders.
what happend to the picture, lol 

Re: Ground Fog!, without shaders.
Whoops. There ya go.
Re: Ground Fog!, without shaders.
better:)Argh wrote:Whoops. There ya go.
i still wonder what happend

Re: Ground Fog!, without shaders.
I once made a configuration for this gadget that looks like the fog in this image:


Re: Ground Fog!, without shaders.
I killed a man once too...
Re: Ground Fog!, without shaders.
I once killed two men...
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: Ground Fog!, without shaders.
I once killed math.huge men...
Re: Ground Fog!, without shaders.
I tried the widget in last user attachment (this post), but I have a problem with the fog tint changing with tiny camera angle change:

I don't even know if this the last widget as it is very unclear where to get the latest version of the ground fog widget.


I don't even know if this the last widget as it is very unclear where to get the latest version of the ground fog widget.
Re: Ground Fog!, without shaders.
Where can i get a sample of FogTex.tga? I think filename should be camera_ground_fog.lua :)
Re: Ground Fog!, without shaders.
NECCCRROOOO!!!!
Re: Ground Fog!, without shaders.
necro usually requires about a year to be dead enough for zombification.
Re: Ground Fog!, without shaders.
Anyway, thanks for the bump, none of my questions were answered.
Re: Ground Fog!, without shaders.
If people release here widgets a thread can not be considered as necro. It is a support thread for current widget until forum administrator(s) decide to make s separate subforum for released widgets.Acidd_UK wrote:NECCCRROOOO!!!!
+1zwzsg wrote:none of my questions were answered.