3-d floor fog bug?

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Nash
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3-d floor fog bug?

Post by Nash »

http://nash.wanzafran.com/doomstuff/bugs/fogbug.jpg

In this mod of mine, all outside sectors that are tagged 1 are affected by my day/night cycle script.

As you can see in the screenshot, the roof portion of that 3-d structure I'm trying to create isn't affected by the fog, eventhough it is "outside"...

Is this a bug?

If it isn't a bug, how can I achieve what I want? I've tried all kinds of tricks like transfer ceiling and floor light but none of them do what I want them to do.

I really need 3-d structures for this mod of mine... please help. :(
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Post by Graf Zahl »

I need to see the map.
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Post by Enjay »

You say that all the outdoor sectors are tagged 1. However, this sector must be tagged differently to get the 3D floor into it. So, does the fog script also set the fog for what ever the tag value for that sector is?

Also, for under the floor, you need to set the fog via the control sector. Mind you, I was having difficulty with that at the weekend too, but above the floor was fine.
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Post by Nash »

Just for clarification, I do not want the inside of the building to be fogged. The inside of the building will be lit independantly from the outside because, well, it's inside a building.

I only want the roof to be fogged (the one that I pointed with an arrow).

Graf - PM sent with location of WAD (excluding textures).
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Post by Graf Zahl »

Hm... This is a clear case of unimplemented feature. Currently 3D-floors don't allow different types of fog.

The reason for this is that it complicates rendering the fog boundaries.
Furthermore, Legacy didn't do real fog - so I just used the fog values to calculate the underwater screen blend in these areas.
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Post by Nash »

I see. So if I understand it correctly, this problem happens because a single sector can only have one fog colour and it goes all the way from top to bottom. What I want to do is have more than one section of fog in one sector, which just isn't possible. Is that right?

In that case, do you ever see yourself implementing it anytime soon, or not? In case of the latter, I will have to compromise...
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Post by Enjay »

That would explain the difficulty that I was having too. As it turned out, having the same colour of fog above and below my 3D structure looked better than what I had planned anyway. So I just set the 3D floor to not transfer its lighting effects and it worked to my satisfaction.
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Post by Rex Claussen »

What about creating a separate 3D sector above the roof (i.e., from the roof to the sky) and setting the fog independently for that sector? In other words, there would be the indoor sector, the roof sector (3D), and the "sky" sector (3D).
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Post by Nash »

Rex, I've tried that before I made this thread. It just won't work, if I understand Graf correctly (that this is an engine limitation).
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Post by Nash »

Enjay wrote:That would explain the difficulty that I was having too. As it turned out, having the same colour of fog above and below my 3D structure looked better than what I had planned anyway. So I just set the 3D floor to not transfer its lighting effects and it worked to my satisfaction.
Are you saying you managed to get different colours for the building's interior and exterior? If you did, do you remember how you did it? I'd like to see this (and be proven wrong regarding this being an engine limitation :P)...
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Post by Enjay »

No, it was my misinterpretation of what was going on. The area in my map is a nukage pit with a translucent bridge over it and the entire area is filled with green fog. The nature of the area is such that it is quite difficult to work out exactly what is going on. I went back and set it up as it was originally and now that I see it again, it is the same colour above and below the bridge (which will be either fogged or unfogged depending on how I set it up).
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