Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: DaBrain on January 09, 2005, 11:10:11 am

Title: Request: Fog, or a slighly modified nebula
Post by: DaBrain on January 09, 2005, 11:10:11 am
We need some kind of fog for our ground missions.
(To simulate clouds and to hide LOD changes.)

We have some poofs and use the nebula to simluate this ATM.

But using a nebula for this has a bid disadvantage:

Ships just disapaer at a certain distance. So does our landscape, which is build of several parts.

Is it possible to add this kind of fog-nebula as option to FRED?

Real fog might be even better. But I  won't push it to far. ;)
Title: Request: Fog, or a slighly modified nebula
Post by: Starman01 on January 09, 2005, 12:54:59 pm
Good one, I second that, (I am building on a ground mission too)  :)
Title: Request: Fog, or a slighly modified nebula
Post by: Solatar on January 09, 2005, 02:00:03 pm
I think less dense nebulae would be beneficial (perhaps a slider or integer control over the density) but I have no idea how one would code such a thing, or if it would be possible with the current engine.
Title: Request: Fog, or a slighly modified nebula
Post by: Lynx on January 09, 2005, 02:04:55 pm
You mean a nebula without those cloud thingies, more like a homogenous soup without particular details? I'm all for that and a density slider would be nice too, since especially for atmospheric missions you would want a higer visibility distance than there is now.
Title: Request: Fog, or a slighly modified nebula
Post by: Carl on January 09, 2005, 09:43:26 pm
make all the poof.pcx files black, then play the game. you'll see that even without the cloud thingies it has a fog type thing.
Title: Request: Fog, or a slighly modified nebula
Post by: Bobboau on January 09, 2005, 10:08:29 pm
BTW, the current nebula, _does_ have 'real' fog.
Title: Request: Fog, or a slighly modified nebula
Post by: Turnsky on January 09, 2005, 10:13:48 pm
this is from when i found out about the 2d_poof/openGL issue, but, ignore the square poof, and the rather quirky looking diemos lit up like it is, and you get an idea of it...

(http://img.photobucket.com/albums/v625/Turnsky/screen06.jpg)
Title: Request: Fog, or a slighly modified nebula
Post by: Ransom on January 09, 2005, 10:15:40 pm
Yes, but ships still disappear if they're too far away...
Title: Request: Fog, or a slighly modified nebula
Post by: Turnsky on January 09, 2005, 10:23:08 pm
Quote
Originally posted by Ransom Arceihn
Yes, but ships still disappear if they're too far away...


well, yeah, but, fog is like that.


think london's infamous "pea soup"
Title: Request: Fog, or a slighly modified nebula
Post by: Ransom on January 09, 2005, 10:35:57 pm
Quote
Originally posted by Turnsky


well, yeah, but, fog is like that.


think london's infamous "pea soup"

That's not what I mean. The models, they literally disappear. Which means really large models simply won't appear at all.
Title: Request: Fog, or a slighly modified nebula
Post by: Flipside on January 10, 2005, 08:01:08 pm
I've requested this for TI as well, what would be best is for the 'Fog Colour', 'Max Fade Amount', 'Fade Start Distance' and 'Max Fade Distance' to be defined per mission in Fred, that way, you can have thinner fogging for landscapes etc, and real pea soupers in Nebula (I personally find the poofs a pain sometimes). Also, Fofading seems a bit odd, I'm not sure, but it seems to add the Fog colour to the hull colour, rather than blend it, which is what leaves those big white silhouettes sometimes?
Title: Request: Fog, or a slighly modified nebula
Post by: DaBrain on January 11, 2005, 08:49:05 am
Yeah, that's exactly what we need.

And for some missions even poofs will look pretty cool.