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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Ocean plane and fog

Author Topic: Ocean plane and fog (6 messages, Page 1 of 1)
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Spartan 8
Joined: Oct 17, 2006

http://halomapsandmods.uuuq.com/


Posted: Aug 19, 2008 02:47 PM    Msg. 1 of 6       
Well Thought I'd ask here. People at modacity either don't know or don't want to help.

So I got this problem with the fog and ocean. I have a big pit in my map and the water plane was removed from the pit but the fog is still there. Any ideas how to make is so the fog wouldn't be there?

Heres a screenshot. http://img377.imageshack.us/img377/2479/fogym1.jpg


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Aug 19, 2008 03:24 PM    Msg. 2 of 6       
Make sure there is no fog material type Its probably max. Re-compile map without the fog material


Spartan 8
Joined: Oct 17, 2006

http://halomapsandmods.uuuq.com/


Posted: Aug 19, 2008 03:46 PM    Msg. 3 of 6       
The thing is that I want fog in the ocean outside but not in the inside this structure.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Aug 19, 2008 04:38 PM    Msg. 4 of 6       
Huh? The way it works is


Make a plane, give it Fog and Water plane material. The water material makes it collision less, the Fog marker makes it so that everything below is fogish. Now if you want some areas of the underwater to have no fog, you need to portal it. In sapien then, drag the camera underwater and when setting up fog, set it only in the portaled areas that need it and leave one of the portal zone( which is the one you'd want empty of fog).


Spartan 8
Joined: Oct 17, 2006

http://halomapsandmods.uuuq.com/


Posted: Aug 19, 2008 06:04 PM    Msg. 5 of 6       
Quote: --- Original message by: OpsY
Huh? The way it works is


Make a plane, give it Fog and Water plane material. The water material makes it collision less, the Fog marker makes it so that everything below is fogish. Now if you want some areas of the underwater to have no fog, you need to portal it. In sapien then, drag the camera underwater and when setting up fog, set it only in the portaled areas that need it and leave one of the portal zone( which is the one you'd want empty of fog).


Please explain in more detail because I don't understand.

I haven't seen an option in sapien where you can have fog in one cluster but no fog in another cluster. There's not even an option in sapien for the fog to be divided in portals.
That's why I wondering if anyone here knows how to solve this problem. In SP b30 level, somehow there isn't fog in the underground area.


Quote: --- Original message by: Joshflighter
The model is awsome. GJ if you made it. :)


Yes I did make it. Thank you.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Aug 19, 2008 11:55 PM    Msg. 6 of 6       
Quote: --- Original message by: Spartan 8
Quote: --- Original message by: OpsY
Huh? The way it works is


Make a plane, give it Fog and Water plane material. The water material makes it collision less, the Fog marker makes it so that everything below is fogish. Now if you want some areas of the underwater to have no fog, you need to portal it. In sapien then, drag the camera underwater and when setting up fog, set it only in the portaled areas that need it and leave one of the portal zone( which is the one you'd want empty of fog).


Please explain in more detail because I don't understand.

I haven't seen an option in sapien where you can have fog in one cluster but no fog in another cluster. There's not even an option in sapien for the fog to be divided in portals.
That's why I wondering if anyone here knows how to solve this problem. In SP b30 level, somehow there isn't fog in the underground area.


Quote: --- Original message by: Joshflighter
The model is awsome. GJ if you made it. :)


Yes I did make it. Thank you.



My english is rather limited and I couldn't explain it better but it's the general feeling. The sameway you need to bring the camera underwater to ''Activate'' fog in a certain cluster, making separate clusters should allow you to do it the same way you do with ambient sound beeing customizable for each and every cluser of the map.

 

 
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