audiodef Posted August 16, 2010 From a bit of searching, it looks like I could create a foggy area in GZDoom, but it's not clear to me how. Can anyone tell me? 0 Share this post Link to post
bgraybr Posted August 16, 2010 audiodef said:From a bit of searching, it looks like I could create a foggy area in GZDoom, but it's not clear to me how. Can anyone tell me? Use the ACS function Sector_SetFade, I think. 0 Share this post Link to post
sirjuddington Posted August 16, 2010 Or, if you're using UDMF, set "fadecolor" in the sector properties. 0 Share this post Link to post
audiodef Posted August 16, 2010 bgraybr said:Use the ACS function Sector_SetFade, I think. Where can I find it? 0 Share this post Link to post
Kappes Buur Posted August 16, 2010 http://zdoom.org/wiki/Sector_SetFade Experiment with this and differing sector brightnesses. You might also want to try http://zdoom.org/wiki/Sector_SetColor and/or a combination of all three, fade, color, brightness. 0 Share this post Link to post
printz Posted August 16, 2010 Also try and look for thing-based mist, dust or steam objects to further enhance the foggy look, if you so will. There's some at realm667.com AFAIK. There's also in Hexen a lot of it. Esselfortium has been using steam in his maps, I'm not sure if he drew it, or was it taken from a public source. 0 Share this post Link to post
audiodef Posted August 18, 2010 I notice set color and set fade as linedef options, but nothing happens when I assign a sector an ID and use a linedef with that ID and these properties. What am I missing? 0 Share this post Link to post
Fuzzball Posted August 18, 2010 audiodef said:I notice set color and set fade as linedef options, but nothing happens when I assign a sector an ID and use a linedef with that ID and these properties. What am I missing? These would only change the set colour when you "activate" them...You pretty much have to use an OPEN script to get sectors to colour by themselves. 0 Share this post Link to post