A substitute for a fog of war?
by Steve D · in Torque Game Engine · 03/14/2008 (5:25 pm) · 2 replies
Greetings all. I'm hoping to get some alternative ideas if possible. In TGE a fog of war, as far as I know, isn't really possible. Please take a look at this screen shot
http://www.neotechnetworks.com/torque/capture.jpg
I'm using the orbiting camera from advanced camera and AFX selection. As you can see in the picture, even with the camera zoomed in the field of view still allows the next room to be seen. Right now my idea is to put a trigger at the door and once that gets tripped spawn the enemy players in the next room. Can anyone suggest any other method? Basically my goal right now is to figure out the best way possible to not let the player know what the room is about until he moves his player into it. I can't think of anything to not allow him (or more correctly) not see what's around him which will include other rooms around the location.
http://www.neotechnetworks.com/torque/capture.jpg
I'm using the orbiting camera from advanced camera and AFX selection. As you can see in the picture, even with the camera zoomed in the field of view still allows the next room to be seen. Right now my idea is to put a trigger at the door and once that gets tripped spawn the enemy players in the next room. Can anyone suggest any other method? Basically my goal right now is to figure out the best way possible to not let the player know what the room is about until he moves his player into it. I can't think of anything to not allow him (or more correctly) not see what's around him which will include other rooms around the location.
#2
03/15/2008 (7:35 pm)
Set all objects in the adjacent rooms as invisible with triggers that make them appear/disappear when the player enters/leaves the rooms? They would "pop" if done just like that, but I believe you can make them fade in and out too...
Torque Owner Jason Gossiaux
Indie Dev