Game Development Community

Fog

by Chris Sargent · in Torque Game Engine · 09/20/2008 (9:28 pm) · 9 replies

Is there a way that I can create ground level fog. What I'm trying to figure out is how to have a layer of fog between my head stones in my cemetary. So far I've not been able to figure this out using the fog options in the editor.

Thanks in advance,

#1
09/20/2008 (11:55 pm)
You can actually create fog base on height altitude. So if you put your cemetarty say in a valley, you can have fog contained in there.
#2
09/21/2008 (12:11 am)
So far, only this part of the sky properties are used to generate the fog.
fogVolume1 = "750 0 320";
fogVolume2 = "0 0 0";
fogVolume3 = "0 0 0";

First value: visibility range
Second value: base altitude
Third value: top altitude

Beware: never interleave fog altitude, always set your fog in a correct order (first one is lowest one, second one is middle one and third one is highest one).

Good fog example:
fogVolume1 = "360 0 120";
fogVolume2 = "720 121 240";
fogVolume3 = "1024 550 750";

Bag fog example:
fogVolume1 = "750 100 250";
fogVolume2 = "500 [b]200[/b] 500";
fogVolume3 = "250 [b]0 505[/b]";

Edit: couple of typos.
#3
09/21/2008 (7:17 am)
Thank you very much for the explanation on what the fog volume items were. I'm going to go adjust this now!
#4
09/21/2008 (8:26 am)
Acutally after playing around with the fog volume now and not quite getting what I want, this brings me to another question or two :P

fogvolume 1, 2, and 3 are these for separate fog "banks" or just one and secondly are these explained anywhere such as in TDN? I am just not finding them.

Thanks again,
#5
09/21/2008 (9:10 am)
On the subject of Fog, has anyone created a particle like fog effect? Like being able to place a 30' fog circle,cube or ect.
#6
09/21/2008 (9:25 am)
@Chris: fog banks, yes that is. 3 floating fog layers.

@Edward: not to my knowledge.
#7
09/21/2008 (9:29 am)
Thank you Stephan
#8
11/22/2008 (7:26 am)
To place fog volumes, you might be able to do something like create a bunch of sprites in the air. You wouldn't get the smooth quality of standard fog, but I don't like that anyway (I'm looking for a way to build sprites into the standard fog, so you get some texturing at the edge of a fog layer).
#9
11/22/2008 (8:09 am)
If you're not going to be under the fog, you can just make it a translucent DTS.