Disable fog, any option to force it?

Ask about ACS, DECORATE, ZScript, or any other scripting questions here!

Moderator: GZDoom Developers

Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
Post Reply
User avatar
Numnzel
Posts: 161
Joined: Wed Jul 18, 2012 6:17 pm
Location: Empty space

Disable fog, any option to force it?

Post by Numnzel »

Hello, I'm trying to find any mapinfo option for disabling the fog. Is there any?

Because I'm trying to set a background with changing illumination, but the fog keeps it obscure and indistinguishable as it's far away.

I've tried these options without success: https://zdoom.org/wiki/MAPINFO_options_ ... L_renderer
User avatar
Dan_The_Noob
Posts: 880
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support
Contact:

Re: Disable fog, any option to force it?

Post by Dan_The_Noob »

you tried "fogdensity = 0"?
User avatar
Numnzel
Posts: 161
Joined: Wed Jul 18, 2012 6:17 pm
Location: Empty space

Re: Disable fog, any option to force it?

Post by Numnzel »

Hello. Yes, I've tried:

This is with fogdensity = 0:
https://i.imgur.com/WJNAoer.png

Ignore the farest background, as it is a skybox. As you can see, the mountains are all black.

EDIT:

This is what I've set up right now and doesn't work in removing the fog:

Code: Select all

	fogdensity = 0
	outsidefogdensity = 0
	skyfog = 0
This is how I want it to look: (Here I disabled the fog manually through gzdoom options)
https://i.imgur.com/TqJli0M.jpg
User avatar
Dan_The_Noob
Posts: 880
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support
Contact:

Re: Disable fog, any option to force it?

Post by Dan_The_Noob »

so what's not working? is your skybox not working correctly?
User avatar
Numnzel
Posts: 161
Joined: Wed Jul 18, 2012 6:17 pm
Location: Empty space

Re: Disable fog, any option to force it?

Post by Numnzel »

No, what I want is to force the map to don't have fog.

You can see the mountains get black because that's what fog does to far geometry. I don't want that.

The thing is, you can disable fog by manually going to display options -> hardware rendering options -> fog mode -> off, but there's no way to force that configuration through mapinfo options!

I need this to be set up internally for this map, doing it manually is not conceivable!
User avatar
Rachael
Posts: 13950
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: Disable fog, any option to force it?

Post by Rachael »

There are two ways to approach this:
  • The first approach is via MAPINFO:
    https://zdoom.org/wiki/MAPINFO_options_ ... L_renderer
    You can use the "nolightfade" to completely disable light fading (only works in lightmodes 0-3, so be sure to set that too)
     
  • The second approach is to use fully lit "gray" sectors
    Basically, a light level of 255 disables sector fading completely. If you want the sector to still be dark, any gray color (i.e. R = 128, G = 128, B = 128) will still darken the sector, but without the penalties of distance fading.
User avatar
Numnzel
Posts: 161
Joined: Wed Jul 18, 2012 6:17 pm
Location: Empty space

Re: Disable fog, any option to force it? (SOLVED)

Post by Numnzel »

Rachael wrote:There are two ways to approach this:
  • The first approach is via MAPINFO:
    https://zdoom.org/wiki/MAPINFO_options_ ... L_renderer
    You can use the "nolightfade" to completely disable light fading (only works in lightmodes 0-3, so be sure to set that too)
     
  • The second approach is to use fully lit "gray" sectors
    Basically, a light level of 255 disables sector fading completely. If you want the sector to still be dark, any gray color (i.e. R = 128, G = 128, B = 128) will still darken the sector, but without the penalties of distance fading.
I was so sure I tested the nolightfade option! But it was that!

Thank you both very much for your time.
Post Reply

Return to “Scripting”