cyber-menace Posted January 31, 2004 Is there anyway using Zdoom to create a "Distance Fog" like what you would see in modern games of today. I think a distance fog effect would REALLY help the frame rate on my newest map. Is this possible? 0 Share this post Link to post
boris Posted January 31, 2004 Yes, that's possible. You have my fbase_se.wad don't you? Look at map02 (IIRC) to see how it's done. 0 Share this post Link to post
Linguica Posted January 31, 2004 boris said:Yes, that's possible. You have my fbase_se.wad don't you? Look at map02 (IIRC) to see how it's done. But does that actually end up clipping everything past a certain distance? 0 Share this post Link to post
boris Posted January 31, 2004 I don't know. I guess you'd have to look into the source to find out. 0 Share this post Link to post
cyber-menace Posted January 31, 2004 By clipping do you mean, that all of my enemies would just travel through walls? That would be odd... 0 Share this post Link to post
cyber-menace Posted January 31, 2004 Your FBase_SE method isn't exactly what I mean. That fog would still have the frame rate issues because it's only acting as fog and not a fog to obscure the player's view at a certain distance. I don't know if it is possible in Doom, but it would be useful. 0 Share this post Link to post
boris Posted January 31, 2004 cyber-menace said:Your FBase_SE method isn't exactly what I mean. That fog would still have the frame rate issues because it's only acting as fog and not a fog to obscure the player's view at a certain distance. That's what Ling meant. 0 Share this post Link to post
cyber-menace Posted January 31, 2004 Ah. Oh well my map still works OK at least. 0 Share this post Link to post
Fredrik Posted January 31, 2004 Linguica said:But does that actually end up clipping everything past a certain distance? I'm fairly certain it doesn't, since the fade value is looked up in the COLORMAP at drawing time, long after the BSP has been walked to determine which things to draw. I suppose it could be optimized by checking if the last colormap will be used and then just draw the fade color there, but it'd cause weird effects with custom colormaps. 0 Share this post Link to post