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Adding custom fog to your NZP/Kurok/Quake maps

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dr_mabuse

dr_mabuse
Administrator
Administrator

Before we start you need to know that the current NZP build on the PC uses different fog settings
than the PSP, you need to experiment with the fog settings.
Also you should have some knowledge on mapping / using Worldcraft or VHE!!

THIS WILL NOT WORK IN VANILLA QUAKE UNLESS YOU ADD THE TRIGGER_COMMAND INTO THE QC SOURCE!!

1st: Just make a big block around your map, use your trigger texture... Should look like this:

Adding custom fog to your NZP/Kurok/Quake maps Fogtut1

2nd: tie to entity, use "trigger_command" and add your prefered fog value in.. should look like this:

Adding custom fog to your NZP/Kurok/Quake maps Fogtut2

3rd: Compile your map and run it in your game (Quake, Kurok or NZP)...

You will now ALWAYS have the nice fog effect on your map, also this SHOULD
bypass the annoying hardcoded NZP fog..

Example pics with the fog command used to change the look of the map and simulate a sky:

Desert look a like (simulating sandstorm):

Adding custom fog to your NZP/Kurok/Quake maps 2012082620120826new1
Adding custom fog to your NZP/Kurok/Quake maps Skyfog

Winter look a like:
Adding custom fog to your NZP/Kurok/Quake maps Snow1
Adding custom fog to your NZP/Kurok/Quake maps New2

Radixan

Radixan
Member
Member

I have a question...
What is each parameter?

I can see this values:
Code:
fog -250 2000 50 30
But... (If you know what I mean... XD) I don't know what they mean.

dr_mabuse

dr_mabuse
Administrator
Administrator

the fog values... just enter fog on the console and you see WHAT the parameters mean.

Radixan

Radixan
Member
Member

dr_mabuse wrote:the fog values... just enter fog on the console and you see WHAT the parameters mean.

OK, now, I'll put it easier for everyone.

It's composed by 9 values.

Originals are:
Code:
fog 2 0.2 0.2 0.2 1 600 2000 100 200

And now, I'll explain what they mean.

First value - Smoothness:
To higher number, most distinguishable is the strip between the fog and the clear zone.

2nd, 3rd and 4th values - Colours:
2nd is Red
3rd is Green
4th is Yellow

Fifth value - Transparency:
From 0 to 1.
0 = 100% transparent
1 = 0% transparent

Sixth value - Distance (near):
To higher number, farther you can see. (notice that it approaches from the limit to you)

Seventh value - Distance (far):
To higher number, farther you can see. (notice that it changes the limit distance)

Eighth value - Density (near):
To higher number, more fog. (notice that it only denses from the limit to you)

Ninth value - Density (far):
To higher number, more fog. (notice that it only denses from the limit to skyline)

This is that I've understood after a lot of tries. :D

Guest


Guest

Radixan wrote:
dr_mabuse wrote:the fog values... just enter fog on the console and you see WHAT the parameters mean.

OK, now, I'll put it easier for everyone.

It's composed by 9 values.

Originals are:
Code:
fog 2 0.2 0.2 0.2 1 600 2000 100 200

And now, I'll explain what they mean.

First value - Smoothness:
To higher number, most distinguishable is the strip between the fog and the clear zone.

2nd, 3rd and 4th values - Colours:
2nd is Red
3rd is Green
4th is Yellow

Fifth value - Transparency:
From 0 to 1.
0 = 100% transparent
1 = 0% transparent

Sixth value - Distance (near):
To higher number, farther you can see. (notice that it approaches from the limit to you)

Seventh value - Distance (far):
To higher number, farther you can see. (notice that it changes the limit distance)

Eighth value - Density (near):
To higher number, more fog. (notice that it only denses from the limit to you)

Ninth value - Density (far):
To higher number, more fog. (notice that it only denses from the limit to skyline)

This is that I've understood after a lot of tries. VeryHappy
Nice tutorial
I would give rep but I gave some to mabuse earlier on his original post lol Smilez

ScatterBox

ScatterBox
Member
Member

Sorry to dig up an old topic, but I can't get this to work. Is it because I have a skybox?

I have implemented this into QC directly from the NZ:P source. So I don't see why it wouldn't work using Kurok.

Douch_Dagger

Douch_Dagger
Member
Member

wth?! is this nzp or not? i've never seen the HUD like that

ScatterBox

ScatterBox
Member
Member

Douch_Dagger wrote:wth?! is this nzp or not? i've never seen the HUD like that

Umm. Ok, that was completely off topic from what I posted, but this HUD is from the PSP game Cause of War: 1944.

http://www.moddb.com/games/cause-of-war-1944

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