Fog pits

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The Ultimate DooMer
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Fog pits

Post by The Ultimate DooMer »

I'm trying to create those fog pits from Unreal, where the fog starts partway down and gets more intense as it goes down so you can't see the bottom. I've tried using the various transfer specials and skybox things can't point straight down, any ideas on how to solve it?
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Skippy
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Re: Fog pits

Post by Skippy »

[wiki]ExtraFloor_LightOnly[/wiki] should be of use to you, alongside [wiki]Sector_SetFade[/wiki] for use on the accompanying control sector.
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Remmirath
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Re: Fog pits

Post by Remmirath »

That should work fine, but only if you aren't planning to use GZDoom, because it has a bug that it's not fixable unless you change a shitload of things in the source code.
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The Ultimate DooMer
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Re: Fog pits

Post by The Ultimate DooMer »

ExtraFloor_LightOnly was the first thing I tried, but it only did the walls not the floor. (and yes I am using GZDoom)
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Ixnatifual
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Re: Fog pits

Post by Ixnatifual »

Would it be possible to use layered non-solid 3D floors each with their own tag, and then using sector_setfade (or whatever it's called) to make the lower floors increasingly foggier?
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Remmirath
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Re: Fog pits

Post by Remmirath »

Hmm, that could be an idea. Ultimate Doomer, try to use non-solid 3d floors and see if it works.
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The Ultimate DooMer
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Re: Fog pits

Post by The Ultimate DooMer »

I can get the inside to render, but it can't be seen from the outside. (a fog-like flat with a low alpha setting on the 3D floor is the closest I can get)
§-Morpheus-§ wrote:That should work fine, but only if you aren't planning to use GZDoom, because it has a bug that it's not fixable unless you change a shitload of things in the source code.
I wonder if that's the same bug that's blocking all Boom coloured light/fog in underwater sectors containing 3D floors.
Last edited by The Ultimate DooMer on Tue Dec 09, 2008 7:04 am, edited 1 time in total.
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Remmirath
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Re: Fog pits

Post by Remmirath »

Really can't tell, because i've experienced the same fog bug in underwater sectors in a map of mine, and the other one too, but i really can't tell if they're the same. :?
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The Ultimate DooMer
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Re: Fog pits

Post by The Ultimate DooMer »

Either way I think i've inadvertantly solved that problem by converting to 3D floor water (from Transfer_Heights water) and using the same fog rendering technique I've tried on the fog pit.
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