Adding Fog

broken avatar :(
Created 2709 days ago
by FreeCodCinematics
0 Members and 1 Guest are viewing this topic.
5,700 views
broken avatar :(
×
broken avatar :(
Location: gbUK
Date Registered: 17 June 2012
Last active: 843 days ago
Posts
145
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
Personal Quote
Mapping For A Cure!!
Signature
Zombie Camp
34%

Zombie Watermain
27%

Mapping Is A Disease And There's No Cure..
[You are not allowed to view external links. Register or Login to see them]
Xbox One - B3atZzHD
Hey guys,

Does anyone know the best way ( easiest way ) to add fog?..

I've looked at these two ways ( links below ) and im puzzled :(.. It's getting to the point were im getting angry with myself about it now


Night Sky and Progressive Fog
[You are not allowed to view external links. Register or Login to see them]


stock way of creating the fog
[You are not allowed to view external links. Register or Login to see them]


Many Thanks

Dan
broken avatar :(
×
broken avatar :(
[UGX] Founder
Location: usBay Area, California
Date Registered: 24 June 2011
Last active: 27 days ago
Posts
5,545
Respect
6,505Add +1
Forum Rank
Immortal
Primary Group
UGX Administrator
My Groups
More
My Contact & Social Links
More
Signature
If Java had true garbage collection, most programs would delete themselves upon execution.
×
treminaor's Groups
UGX Administrator
UGX Team Member
UGX Site Moderator Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
You use the function called SetVolFog.

You can read about it here: [You are not allowed to view external links. Register or Login to see them]

If you can't get it working, just say so and I'll help you get it working.

PS: Update your WIP on here with the new screenshots :)
broken avatar :(
×
broken avatar :(
Location: gbUK
Date Registered: 17 June 2012
Last active: 843 days ago
Posts
145
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
Personal Quote
Mapping For A Cure!!
Ahh cheers mate, trying to get the fog so I can start fixing the lights..

WIP: I've got more pictures and doing a new video of it, so should have a topic up of it later of everything that's been done so far and what's left to do :)


dan
Last Edit: June 19, 2012, 06:25:25 am by dan85
broken avatar :(
×
broken avatar :(
Location: gbUK
Date Registered: 17 June 2012
Last active: 843 days ago
Posts
145
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
Personal Quote
Mapping For A Cure!!
Tried to do that fog, but no joy haha..

Say's on the WIKI

" To add SetExpFog to your level open up your Map GSC and anywhere after maps\mp\_load::main() add this: "

Been up and down my GSC file and can't find any part with maps\mp\_load::main()....

It's okay now tho, going to put my map on hold for the time being, but hopefully when i start doing it again, ill figure it out  ;D

Dan
broken avatar :(
×
broken avatar :(
[UGX] Founder
Location: usBay Area, California
Date Registered: 24 June 2011
Last active: 27 days ago
Posts
5,545
Respect
6,505Add +1
Forum Rank
Immortal
Primary Group
UGX Administrator
My Groups
More
My Contact & Social Links
More
×
treminaor's Groups
UGX Administrator
UGX Team Member
UGX Site Moderator Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
Tried to do that fog, but no joy haha..

Say's on the WIKI

" To add SetExpFog to your level open up your Map GSC and anywhere after maps\mp\_load::main() add this: "

Been up and down my GSC file and can't find any part with maps\mp\_load::main()....

It's okay now tho, going to put my map on hold for the time being, but hopefully when i start doing it again, ill figure it out  ;D

Dan
Yeah because the tutorial was written with MP maps in mind. For zombie maps, you just put it in your map gsc before the line
maps\_zombiemode::main();
broken avatar :(
×
broken avatar :(
Location: gbUK
Date Registered: 17 June 2012
Last active: 843 days ago
Posts
145
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
Personal Quote
Mapping For A Cure!!
From what i can see, i don't have that either.. Think im going to forget the map and restart a new one.. When i did the proto one's i could find things on the GSC file, but now doing the der one, i can't find anything

Here's my GSC info

___________________
/*
Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
Scripter: Sparks
Tutorial: Sniperbolt

Version 1.0 (9/24/2009 7:51:18 PM)
-- Initial Release Of Source Files
*/

// Tutorial From Sniperbolt!

// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;

// DLC3 Utilities
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_graveyard_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_graveyard_fx::main;
// level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//

// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"nazi zombie tes";

// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;

// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;

// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;

// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;

// _loadout Variables
level.DLC3.useCoopHeroes = true;

// Bridge Feature
level.DLC3.useBridge = false;

// Hell Hounds
level.DLC3.useHellHounds = true;

// Mixed Rounds
level.DLC3.useMixedRounds = true;

// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;

// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;

// Electric Traps
level.DLC3.useElectricTraps = true;

// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;

// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;

// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;

/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_zombiemode::main();

/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{

add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/

// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
}
broken avatar :(
×
broken avatar :(
[UGX] Founder
Location: usBay Area, California
Date Registered: 24 June 2011
Last active: 27 days ago
Posts
5,545
Respect
6,505Add +1
Forum Rank
Immortal
Primary Group
UGX Administrator
My Groups
More
My Contact & Social Links
More
×
treminaor's Groups
UGX Administrator
UGX Team Member
UGX Site Moderator Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
From what i can see, i don't have that either.. Think im going to forget the map and restart a new one.. When i did the proto one's i could find things on the GSC file, but now doing the der one, i can't find anything

Here's my GSC info

___________________
/*
Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
Scripter: Sparks
Tutorial: Sniperbolt

Version 1.0 (9/24/2009 7:51:18 PM)
-- Initial Release Of Source Files
*/

// Tutorial From Sniperbolt!

// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;

// DLC3 Utilities
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_graveyard_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_graveyard_fx::main;
// level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//

// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"nazi zombie tes";

// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;

// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;

// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;

// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;

// _loadout Variables
level.DLC3.useCoopHeroes = true;

// Bridge Feature
level.DLC3.useBridge = false;

// Hell Hounds
level.DLC3.useHellHounds = true;

// Mixed Rounds
level.DLC3.useMixedRounds = true;

// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;

// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;

// Electric Traps
level.DLC3.useElectricTraps = true;

// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;

// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;

// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;

/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_zombiemode::main();

/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{

add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/

// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
}
I see it right there under the ZOMBIEMODE header about 3/4 of the way down :)

Try Ctrl+F for "maps\_zombiemode::main();" and also try using a program such as Notepad++
broken avatar :(
×
broken avatar :(
Location: gbUK
Date Registered: 17 June 2012
Last active: 843 days ago
Posts
145
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
Personal Quote
Mapping For A Cure!!
Lmao just found it but couldn't find it on notepad++, had to look on the topic post again :P.. Looks better on the post, shows up in different colours, on my notepad++ just all one colour
broken avatar :(
×
broken avatar :(
[UGX] Founder
Location: usBay Area, California
Date Registered: 24 June 2011
Last active: 27 days ago
Posts
5,545
Respect
6,505Add +1
Forum Rank
Immortal
Primary Group
UGX Administrator
My Groups
More
My Contact & Social Links
More
×
treminaor's Groups
UGX Administrator
UGX Team Member
UGX Site Moderator Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
Lmao just found it but couldn't find it on notepad++, had to look on the topic post again :P.. Looks better on the post, shows up in different colours, on my notepad++ just all one colour
Make sure you've configured Notepad++ like it says in this link:
http://ugx-mods.com/wiki/index.php?title=Notepad%2B%2B
broken avatar :(
×
broken avatar :(
Location: gbUK
Date Registered: 17 June 2012
Last active: 843 days ago
Posts
145
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
Personal Quote
Mapping For A Cure!!
Ahh much better now :D, nice one... Was awful before with white background and all writing black, trying to find stuff was a pain

 

Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Twitch
Loading ...