Setting the fade color of all sectors w/ F_SKY1 without tags

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Mr. Tee
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Setting the fade color of all sectors w/ F_SKY1 without tags

Post by Mr. Tee »

Is there a special command in MAPINFO or something which will allow someone to change the fade color (Sector_SetFade) of all sectors with F_SKY1 as the ceiling texture WITHOUT putting the same tag on all these sectors?

Here are my problems:
1. I have a pioneer town built, and since none of the houses are parallel to each other, I need to use the FloorAlign special (and seperate tags) to align the roof flats on these houses so they look nice.

Now, when I incorporate my day/night system, I need to change the SetFade color of all the outdoor sectors, including the skybox. However it'll look strange if I change the fade color of all the non-roof sectors first, then the roof sectors one by one (it'll look like it's still day on the roofs during the transition to night).

2. In my sky box, I have a sun and moon decorate things. I'm also changing the SetFade color in the sky box as well but I DO NOT want my sun and moon things to get their colors changed...

I have complicated solutions to both of these, but I would like to know if something simpler exists. Thank you guys once again for all your help!
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HotWax
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Post by HotWax »

Well, you can use the outsidefog parameter in your mapinfo to automatically give outdoor sectors fog. However, there is no such command that I know of that would allow you to change all outdoor sectors on the fly.
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Mr. Tee
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Post by Mr. Tee »

Hmm...

What color is the outdoor fog when using the outdoorfog parameter?

(white 255, 255, 255 I assume?)

Oh, and one last thing...

I just checked on the wiki (trying to fix my problem # 2). Here's what it says about the DECORATE flag +NOSECTOR:
The All Powerful Wiki wrote: NOSECTOR
Object is not linked into the sector. This makes it invisible and excludes it from certain physics checks.
Does it really make it "invisible" i.e. no actor can see it? (If not, I'm thinking it might exclude my sun and moon from the Sector_SetFade sky color changes).
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HotWax
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Post by HotWax »

It makes it invisible in that it doesn't get drawn. I'm not sure why you'd want your sun and moon not to appear at all. :P
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Graf Zahl
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Post by Graf Zahl »

Just a little clarification: If you don't want an actor to be drawn he preferred method is

RenderStyle None

instead of

+NOSECTOR.

As the Wiki says this flag excludes the object from certain physics checks. For invisible monsters this is highly undesirable. This flag is mostly for invisible markers or other special items that don't interact with the game.

RenderStyle None also reduces the probability of being seen by other monsters but it doesn't disable it.
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Risen
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Post by Risen »

Setting all of the frames of an object to bright should exclude it from any fade changes.
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Graf Zahl
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Post by Graf Zahl »

Risen wrote:Setting all of the frames of an object to bright should exclude it from any fade changes.

Only fades to black.
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Post by Risen »

I thought fades were done from bright being left unchanged to dark being the full color faded to.
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Mr. Tee
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Post by Mr. Tee »

I would REALLY have liked an option to do that... But it's nothing that cannot be worked around.
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HotWax
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Post by HotWax »

Risen wrote:I thought fades were done from bright being left unchanged to dark being the full color faded to.
If a sector has any other fade than "00 00 00", then the bright flag is ineffectual. Otherwise the sprite would stand out of the fog and look terrible. There have been screenshots. Verily, it was bad. Trust me.
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Enjay
 
 
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Post by Enjay »

Mr. Tee wrote:Hmm...

What color is the outdoor fog when using the outdoorfog parameter?

(white 255, 255, 255 I assume?)
You specify the fog colour yourself. Here's a couple of mine:

map MAP37 "RG Base O Z"
cluster 20
sky1 NJSKY27 0.0
outsidefog "80 80 80"
music D_DDTBL3
fallingdamage
next EndGame1

map MAP88 "Disease"
cluster 54
sky1 NJSKY05 0.0
music N_0015
outsidefog "CB 7F 4F"
fallingdamage
next EndDemon
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