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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: excluding area of fx presistance
Infern4ll
General Member
Since: Feb 8, 2010
Posts: 94
Last: Jun 4, 2010
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Level 3
Category: CoD4 MP Mapping
Posted: Sunday, May. 23, 2010 08:18 pm
Hi there .

Is there a possibility to exclude some area of fx presistance.

in example:

I have a forest with mist (fog, smoke or whatever of this type) and house in the middle of it.

Everything is fine but the mist is inside the house and i don't want it to be there.

I know i can surround the house with a few mist effects, but is there a way to cut off some area from one fx. Is there a tool texture to do that?
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
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Level 6
Category: CoD4 MP Mapping
Posted: Monday, May. 24, 2010 08:22 am
AFAIK, there is no such a thing. So you'll have to put mist FX around structures.
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SparkyMcSparks
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Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
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Level 8
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Monday, May. 24, 2010 08:52 am
You could use FX Editor to modify the mist FX radius and save it as a new instance to place in your map around the house.
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Infern4ll
General Member
Since: Feb 8, 2010
Posts: 94
Last: Jun 4, 2010
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Level 3
Category: CoD4 MP Mapping
Posted: Monday, May. 24, 2010 04:26 pm
Theese are not the answers i wanted to read but THANX a lot for replying [wave]
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Mystic
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Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Monday, May. 24, 2010 08:11 pm
Have you tried using volumetric fog, you can make this quite dense and give the effect you want but it will 'move' with the player so when you are in your building the fog will still appear at x meters away (depending on how you set it up)

Only thing is it will cull the building or obscure it when you are far away, again though this can be set up to you needs, just remember the thicker the fog the closer you need to be to the building to see it clearly.
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Infern4ll
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Since: Feb 8, 2010
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Last: Jun 4, 2010
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Category: CoD4 MP Mapping
Posted: Tuesday, May. 25, 2010 11:10 am
No, i didn't cause i din't know how[sad]

I'm just a beginner.[confused]

Is it setted in worldspawn, vision file or "fog" brush ?



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Mystic
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Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Category: CoD4 MP Mapping
Posted: Tuesday, May. 25, 2010 01:08 pm
Well for fog you shouldn't really use efx, they reduce performance of the game, where as this way you can actually cull (which basically means hide) parts of the map (so it increases performance slightly)

Ok, two different types of fog you can use, exponential or volumetric fog. To add 'SetVolFog' or 'SetExpFog' to your level open up your Map .GSC and anywhere after maps\mp\_load::main() add the following line.

Code:
SetExpFog( <startDist>, <halfwayDist>, <red>, <green>, <blue>, <transition time> )


  • startDist - The distance, in world units, at which the fog begins.
  • halfwayDist - The distance, beyond the startDist, at which the scene will be 50% fogged.
  • red - The red component of the fog as a value between 0.0 and 1.0
  • green - The green component of the fog as a value between 0.0 and 1.0
  • blue - The blue component of the fog as a value between 0.0 and 1.0
  • transition time - transition time in seconds


    Code:
    setVolFog(<startDist>, <halfwayDist>, <halfwayHeight>, <baseHeight>, <red>, <green>, <blue>, <transition time>)


  • startDist - The distance, in world units, at which the fog begins.
  • halfwayDist - The distance, beyond the startDist, at which the scene will be 50% fogged.
  • halfwayHeight - The height, in world units, at which the fog will be fogged
  • baseHeight - The height, in world units, at which the fog will begins
  • red - The red component of the fog as a value between 0.0 and 1.0
  • green - The green component of the fog as a value between 0.0 and 1.0
  • blue - The blue component of the fog as a value between 0.0 and 1.0
  • transition time - transition time in seconds
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Infern4ll
General Member
Since: Feb 8, 2010
Posts: 94
Last: Jun 4, 2010
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Category: CoD4 MP Mapping
Posted: Tuesday, May. 25, 2010 01:32 pm
Thanx Rasta [devilishgrin]
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
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Level 6
Category: CoD4 MP Mapping
Posted: Tuesday, May. 25, 2010 03:22 pm
I thought volumetric fog was only in CoD WaW.
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Infern4ll
General Member
Since: Feb 8, 2010
Posts: 94
Last: Jun 4, 2010
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Level 3
Category: CoD4 MP Mapping
Posted: Tuesday, May. 25, 2010 06:11 pm
cskiller86 writes...
Quote:
I thought volumetric fog was only in CoD WaW.


And it probably is as You said (i'm not sure), but for sure CoD 4 is not recognizing "setExpFog".

And about volumetric.. fine, but it doesn't covering the skybox.

Models and brushes are covered with fog but sky is clear.

It looks pretty weird i must say[ohwell]


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