Title: Fog?
Description: sorry for so many questions......
Replica - June 18, 2007 07:03 PM (GMT)
i was making a gass leak.... any one?
Lucius Octavion - June 19, 2007 08:59 PM (GMT)
I think you can do this. Hardware fog is a little different though, it is only in openGL, other than that I don't know how to do fog.
Replica - June 19, 2007 10:13 PM (GMT)
xbolt - June 22, 2007 09:00 AM (GMT)
It's impossible to make localized fog in OpenGL mode. I think you can do it in software mode, but I'm not sure, as I've never tried.
Replica - June 23, 2007 07:00 PM (GMT)
thats not what it said on legacy website, i bet boingo would know.
Lucius Octavion - June 23, 2007 07:30 PM (GMT)
I think xbolt is correct, actually. In software mode, then you can use localized fog effects, but in open Gl, the only way to use a fog like effect is to render hardware fog using fragglescript, which creates a fog like atmosphere throughout the entire map.
Replica - June 23, 2007 07:46 PM (GMT)
oh, i'll just use color lighting then ^_^
Boingo the Clown - June 24, 2007 03:34 PM (GMT)
I am not sure how it is done now, but I do remember that it is possible to simulate fog in the original DooM, and the software mode of many ports by changing the palette maps.
DooM was created before 3D cards. As a matter of fact, it was the feverish development of first person shooters (FPS) in the wake of the release of DooM that led directly to the development of the first 3D cards. One of the methods DooM used to create the illusion of depth was by making objects appear darker as they got farther away. To do this, DooM has a palette table that tells the game what colours to use without violating its 256 colour palette. There used to be a program call Inkworks that allowed the user to recalculate this table so that new palettes could be used or palette based effects could be done. I suspect Digital Café used Inkworks when they changed the player's pain sequence from red to green for slime. Producing fog via the palette is a simple matter of using Inkworks to have farther objects and walls fade to white instead of black. I have done this before myself.
Unfortunately, this only works in software mode. I know there are ways of making fog in Legacy in openGL mode, but I do not know how to do it myself.
Lucius Octavion - June 24, 2007 04:33 PM (GMT)
In software mod doom, John Carmack designed the engine to create levels of darkness that got further away from the camera view, but it looks entirely different in open gl.
Replica - June 24, 2007 05:24 PM (GMT)
i put in textures that had green specks in it, it looks alittle strange, and you can't see though it, i'll post a screenshot of it soon. ;)