Cool Fogging Effect

Blitz3D Forums/Blitz3D Programming/Cool Fogging Effect

Ross C(Posted 2003) [#1]
Hey, i was messing about with linear fogging for my game and i put the near value as a minus. Never realised you could do that, but it gives my game an excellent smokey atmosphere!! I set the far value to 2000 and the near value to -2000. :D Just thought i'd post to share it.

Might be useful, say, for a room that is slowly filling up with smoke or something.


Warren(Posted 2003) [#2]
We did that with many of the maps in Unreal Tournament 2003. Puts a nice gritty overlay on everything.


_PJ_(Posted 2003) [#3]
Any chance of a quick example, joker?

I have tried implementing this in a few ways, but I do not get a smoky effect...

(code example preferable to screenshot)


Rob(Posted 2003) [#4]
it just desaturates all the near colours. Try values like -1000,4000 or -1000,0


Ruz(Posted 2003) [#5]
love the graphics in ut2003 Epic boy. Can I ask you what software was used to pain the head skns, They are very nice.
I guess its painter, but I must say I never got the hang of that program.
yup, the fog in ut2003 is cool too.


Ross C(Posted 2003) [#6]
@Malice. Try this code. Can't confirm that it's works fine, as i'm at college the now.

[code]
Graphics3d 800,600
setbuffer backbuffer()

camera=createcamera()
positionentity camera,0,0,-10

cube1=createcube()
positionentity cube1,3,0,2
entitycolor cube1,100,150,70

cube2=createcube()
positionentity cube2,-2,0,0
entitycolor cube2,50,50,200

camerafogmode camera,1
camerafogcolor camera,200,200,200
camerafogrange camera,-2000,2000

while not keyhit(1)




updateworld
renderworld
flip
wend
end
[\code]

I'll check the effect out when i get home :o)


Ross C(Posted 2003) [#7]
you need some objects to cover the blankness or it doesn't really work. I sent you mail Malice. :D


_PJ_(Posted 2003) [#8]
okay thanks joker - im working till late tonight, but I'll have a look as soon as I get home.


Neochrome(Posted 2003) [#9]
nice! it makes a big difference in my game woohoo!


_PJ_(Posted 2004) [#10]
I have finally implemented this in my project - I wanted a murky appearance for my alien landscape, and the effect it has on pop-in and viewing long distance is great!!!

I did try some smoky textured sprites cloise to the camera first, but this is much quicker and more effective - especially after playing with CameraRange and CameraFogRange!


Ross C(Posted 2004) [#11]
Cool, an old post this one :) You got any screenies? :)


_PJ_(Posted 2004) [#12]

Cool, an old post this one :)


Yeah - Was lookin for some other stuff from way back!

Screenies coming real soon (as in- this weekend!)


Warren(Posted 2004) [#13]
Can I ask you what software was used to pain the head skns, They are very nice.

Pretty sure it was just photoshop. Our artists are pretty talented. :)


Ross C(Posted 2004) [#14]
What is your job at Epic, EpicBoy?


Ruz(Posted 2004) [#15]
yup I will second that epic boy. those ut2003 face skins are the best I have ever seen.
gotta love unreal editor too. used that for about 3 years.


Picklesworth(Posted 2004) [#16]
We did that with many of the maps in Unreal Tournament 2003

woh, "we?" I think this language has just earned my much hated techy brother's respect.

And this is a good effect. Thanks for posting.


CodeD(Posted 2004) [#17]
Yep, Photoshop is all ya need. PS is the bomb diggity.

I'm a photoshopper are you??


aCiD2(Posted 2004) [#18]
i do photoshop, the ultimate at any form of 2d imaging :) another pretty cool effect with odd values is setting camerazoom to around .4, gives for a fish eye lens, strangly enough setting it to a negatavie flips everything upside down :D but you all knew that ;)

aCiD2


Rob(Posted 2004) [#19]
i do fotoshop and freee dee