Aller au contenu

Photo

Using Fog in interiors


  • Veuillez vous connecter pour répondre
17 réponses à ce sujet

#1
M. Rieder

M. Rieder
  • Members
  • 2 530 messages
I just started playing with the Fog settings for interiors and the results are very good.  Gives much more depth to the area. I noticed one problem, however: when you change the color of the fog and use the exploration camera, the area around the interior area is no longer black, but the color of the fog.  I guess this makes sense, but I was hoping there was a way around it as it looks kind of funny.

#2
kamal_

kamal_
  • Members
  • 5 250 messages
The way around it is to use the tile block placeables in the otherwise empty space, giving you an otherwise invisible (since it's the same matte black as no tile) placeable. The game treats an empty tile space as infinite distance as far as fog is concerned, and the tile block makes it so that the otherwise empty space is the same distance as a physical tile would be This lessens the problem, you're still going to get some of the fog color in the space outside the tile area.

If you pull the camera back enough it's still going to be a problem.

#3
M. Rieder

M. Rieder
  • Members
  • 2 530 messages
Thanks Kamal. I'll try that. I think I may be stuck on some of my earlier areas because I think I built near the edges, but at least I can use this from now on...

#4
kamal_

kamal_
  • Members
  • 5 250 messages

M. Rieder wrote...

Thanks Kamal. I'll try that. I think I may be stuck on some of my earlier areas because I think I built near the edges, but at least I can use this from now on...

Can always expand the area by a tile in any needed direction. I now routinely do not build at the tile edge because the extra space makes it easy to build at the edge of an area.

#5
Morbane

Morbane
  • Members
  • 1 883 messages

M. Rieder wrote...

Thanks Kamal. I'll try that. I think I may be stuck on some of my earlier areas because I think I built near the edges, but at least I can use this from now on...


Dont forget that you can resize interiors quite easily - all it requires is a rebake.

#6
M. Rieder

M. Rieder
  • Members
  • 2 530 messages
I didn't know that. How do you do that? That is really useful information. Thanks Morbane. Now I can have my foggy dungeons.... mmmmmm..... foggy......

#7
kamal_

kamal_
  • Members
  • 5 250 messages
just change the size in the properties tab for the area.

#8
Morbane

Morbane
  • Members
  • 1 883 messages
And make sure your north is at the top that is how the resize tool orients the area - you can add rows one at a time or as many as the engine can handle - I use it frequently to accommodate those niches and to be sure there is an empty row surrounding the actual tiles or you can see through the outer tile walls.

Modifié par Morbane, 19 juin 2011 - 03:20 .


#9
PJ156

PJ156
  • Members
  • 2 983 messages
It's also useful for map presentation since the map screen shows the whole area I believe. So if not properly filled you get dark areas which look odd and give the imporession of a larger map to be explored.

PJ

#10
Jezla

Jezla
  • Members
  • 173 messages
The mini-map shows the whole area (playable and beyond); the large map (M key) only shows the playable area.

#11
rjshae

rjshae
  • Members
  • 4 491 messages
You could instead use some of the fog-type fx files to give a shifting floor fog effect. Lowering the lighting level and using more point light sources also seems to help provide depth.

#12
_Knightmare_

_Knightmare_
  • Members
  • 643 messages
Couple more reasons not to build right to the edge on interiors - the outermost walls is "see-through" and looks weird if you spin your camera to the side. Also, sometimes PCs/NPCs have trouble either walking up to, or coming out of (after area transition) a door that is right on the edge of the area (without a blank tile on the surrounding edge).

And yeah, just change the area size in the properties (works for exteriors too). If you add to all 4 sides equally, you may not need to rebake the area - best to check it just to be sure though.

#13
Kheflin Truarc

Kheflin Truarc
  • Members
  • 22 messages
Foggy interiors also make a nice smoky tavern effect. I have been trying to create a smoky tavern using the day/night fog settings in conjunction with Uncle FB's NPC Control "Light Keeper" script so that it is smoky at night when torches are lit, but slowly clears as the daylight hours come and the torches have been turned off. It was going great until the whole mod crapped out :(

Back to square one and half, as I was able to find a temp from a while back.

#14
rjshae

rjshae
  • Members
  • 4 491 messages

Kheflin Truarc wrote...

Foggy interiors also make a nice smoky tavern effect. I have been trying to create a smoky tavern using the day/night fog settings in conjunction with Uncle FB's NPC Control "Light Keeper" script so that it is smoky at night when torches are lit, but slowly clears as the daylight hours come and the torches have been turned off. It was going great until the whole mod crapped out :(

Back to square one and half, as I was able to find a temp from a while back.


That's why I like to do an export every few days; you can always import it into a new module and you don't loose too much work if the module goes toes up. Too bad there's not an "export all" option.

Modifié par rjshae, 20 septembre 2011 - 06:24 .


#15
kamal_

kamal_
  • Members
  • 5 250 messages
Export all = make regular backups.

#16
MokahTGS

MokahTGS
  • Members
  • 946 messages
 Personally, I've stopped using non-black fog colors in interiors for exactly this reason.  There are numerous fog VFXs that can be used to make great interiors while allowing the outside areas to stay black.  This also allows you to fine tune your fog.  I tend to be a detail freak about things like that.

One

Two

Three

#17
M. Rieder

M. Rieder
  • Members
  • 2 530 messages

kamal_ wrote...

Export all = make regular backups.


++

I backup to external hard drive after each building session and to drop box every few days just in case. 

#18
M. Rieder

M. Rieder
  • Members
  • 2 530 messages

MokahTGS wrote...

 Personally, I've stopped using non-black fog colors in interiors for exactly this reason.  There are numerous fog VFXs that can be used to make great interiors while allowing the outside areas to stay black.  This also allows you to fine tune your fog.  I tend to be a detail freak about things like that.

One

Two

Three


I love those screenies.  Good work on the fog.  I believe the first is RWS grand citadel, correct?  The second two look like shadow fortress.  Both great tilesets.