Apothem Posted January 21, 2004 How do you do fog in a sector? i know you set a texture to rrggbb but i dunno how much less where to set it if i want to make a water zone foggy (i.e. dirty water) 0 Share this post Link to post
Zell Posted January 21, 2004 what port are you using? sounds like legacy ;) 0 Share this post Link to post
Apothem Posted January 21, 2004 oh hell no, legacy sucks. im using zdoom, ive seen this technique used before in the sonic demo i just dont remember how to use it exactly. Legacy could never do what im doin 0 Share this post Link to post
Zell Posted January 21, 2004 ah, give me a minute. I know a lot of Zdoom, should have an aswer in a few seconds ;) [edit] ok, what you need to do is set up two acs scripts. one to set the color of the dummy sector(or whatever,been a while since of donw water)and then do an acs for fog in the dummy sector. that should give you want you want. :) 0 Share this post Link to post
Apothem Posted January 21, 2004 but you see, i remember doin it without scripts, or is that just high hopes? 0 Share this post Link to post
The Ultimate DooMer Posted January 21, 2004 The way I do it is to use 670000FF (or whatever) on the Transfer_Heights linedef's lower texture for the cloudiness of water (as seen in the sonic demo), and use an open script with Sector_SetFade (tag, red, green, blue) for fog in normal sectors. (as not seen in the sonic demo) 0 Share this post Link to post
Graf Zahl Posted January 21, 2004 Apothem said:but you see, i remember doin it without scripts, or is that just high hopes? It is possible but a little more complicated. Scripts are definitley the recommended way to set a sector's fog or light color. 0 Share this post Link to post
Apothem Posted January 23, 2004 ahh thanks guys [edit]: okay i know what the 0000FF is but whats with the 67? 0 Share this post Link to post
The Ultimate DooMer Posted January 23, 2004 That controls the cloudiness of the water. 0 Share this post Link to post