Fog Layer Popping
by Jonathan Kelly · in Torque Game Engine · 01/22/2005 (7:27 am) · 5 replies
Hello.
I've added fog to a level i'm working on that is supposed to be hanging over some dangerous looking green fog. The hanging platforms ahve 3 levels and the height on the fog is ok, but i'm having an issue with this terrible popping effect on the density between the layers of platforms.
Here are some reference pictures:
Top layer:
Second layer: (everything looking good)
Third layer: (AHH MY EYES ARE BURNING WHY IS IT SO BRIGHT?)

It is that drastic of a change, as soon as you hit that bottom level it pops to that brightness/density. Does anyone know how i can fix this? or a Technique I could use when creating this type of fog to prevent this?
Thanks
I've added fog to a level i'm working on that is supposed to be hanging over some dangerous looking green fog. The hanging platforms ahve 3 levels and the height on the fog is ok, but i'm having an issue with this terrible popping effect on the density between the layers of platforms.
Here are some reference pictures:
Top layer:
Second layer: (everything looking good)
Third layer: (AHH MY EYES ARE BURNING WHY IS IT SO BRIGHT?)
It is that drastic of a change, as soon as you hit that bottom level it pops to that brightness/density. Does anyone know how i can fix this? or a Technique I could use when creating this type of fog to prevent this?
Thanks
#2
Here's the parameters. Please note that i was advised by someone on IRC to set the visibleDistance and the fogDistance up high to fix this problem which did not work. (We do not have any viewable area to the outside currently so ther was no issue with the distance).
01/23/2005 (9:41 am)
visibleDistance = "300"; fogDistance = "500"; fogColor = "0.600101 1.000000 0.000000 1.000000"; fogStorm1 = "0"; fogStorm2 = "0"; fogStorm3 = "0"; fogVolume1 = "1 0 200"; fogVolume2 = "1 215 217"; fogVolume3 = "0 0 0"; fogVolumeColor1 = "0.000000 0.000000 0.000000 0.000000"; fogVolumeColor2 = "0.000000 0.000000 0.000000 0.000000"; fogVolumeColor3 = "0.000000 0.000000 0.000000 0.000000";
Here's the parameters. Please note that i was advised by someone on IRC to set the visibleDistance and the fogDistance up high to fix this problem which did not work. (We do not have any viewable area to the outside currently so ther was no issue with the distance).
#3
Are you sure about the level height , and the fog layer height ?
And do you have the stormfog layer on, this looks like you have 0.1 percent or something.
Type this in console to change the stormfog layer sky.stormfog(0.1,10); or to get more fog sky.stormfog(1.0,10);
The parameters are stormfog(percent of fog , time it takes to set the fog);
And the real fog distans really doesnt matter .
Its only useable if you want to fill out the rest of the world.
01/23/2005 (11:05 am)
With a x distans of 1 you would not see that far.Are you sure about the level height , and the fog layer height ?
And do you have the stormfog layer on, this looks like you have 0.1 percent or something.
Type this in console to change the stormfog layer sky.stormfog(0.1,10); or to get more fog sky.stormfog(1.0,10);
The parameters are stormfog(percent of fog , time it takes to set the fog);
And the real fog distans really doesnt matter .
Its only useable if you want to fill out the rest of the world.
#4
01/23/2005 (3:14 pm)
There should be a height range (top/bottom) and a visible distance for each fog volume. I don't remember the exact order of the params, but it's bad to have overlapping fog volumes, and to have very thin volumes. Both cases will give you odd behavior like you describe. Depending on the numbers, you have either both or one of those cases happening, so I'd suggest playing around with those numbers a bit. :)
#5
01/23/2005 (9:55 pm)
Hmm, it is pretty thin, I guess i can thicken it up a bit and just add some useless distance under the ground, also I'm probably messing up on the distance since i have it set to 1, the second two params are z bottom and z top, the first being distance apparently (fogVolume parameters). I'll post again if I get this worked out.
Associate Kyle Carter