Nice Fog-Volumes from Unreal?
Hi all,
How did they code the Fog in Unreal, UT, UT2003 and Unreal2?
If someone knows the UnrealEd:
When you place a light somewhere, you can set a Fog-Value and a radius for the Fog.
When you walk around in your world you can see the fog as some kind of soft-fog-ball around the light. Looks like real fog but much better than Tutorial 41!
Does someone know how to do that?
With best regards
Dark
DarkMcNugget next time... ;)
those arn''t really fog, they are just alpha sprites... (most games will use additive sprites)..
as for unreal/UTs use of actual fog volumes (UT2/U2 don''t do these), well, I don''t really know. I could hazard a guess, but I don''t want to.
quake3s fog volumes on the other hand are much simpler.
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as for unreal/UTs use of actual fog volumes (UT2/U2 don''t do these), well, I don''t really know. I could hazard a guess, but I don''t want to.
quake3s fog volumes on the other hand are much simpler.
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Oh, RipTorn, please, tell us more about the simple fog volumes they use in quake3...
Doesn''t gametutorials.com have a GL volume fog tutorial? Could of swore seeing one...
Yes, they have: The fourth tutorial about Heightmaps.
But its the same idea like the new one from nehe.
I think what the id-software guys do it mixing the Fog-Volumes with blended sprites or planes. And they calculate the set up the fog value itself when walking through a Fog-Volume.
But its the same idea like the new one from nehe.
I think what the id-software guys do it mixing the Fog-Volumes with blended sprites or planes. And they calculate the set up the fog value itself when walking through a Fog-Volume.
DarkMcNugget next time... ;)
Sometimes I write like a stupid.
I think what the id-software guys do is mixing the Fog-Volumes with blended sprites or planes. And they calculate the density of the fog itself when walking through a Fog-Volume. Much better I hope
quote:
Yes, they have: The fourth tutorial about Heightmaps.
But its the same idea like the new one from nehe.
I think what the id-software guys do it mixing the Fog-Volumes with blended sprites or planes. And they calculate the set up the fog value itself when walking through a Fog-Volume.
I think what the id-software guys do is mixing the Fog-Volumes with blended sprites or planes. And they calculate the density of the fog itself when walking through a Fog-Volume. Much better I hope

DarkMcNugget next time... ;)
As far as I know, when Q3A and Unreal engine are compared against the fog volumes behaviour Q3 badly loses.
In Q3 a fog volume can only be AXIAL while in unreal 1 it was possible to create arbitrarly shaped fog volumes (at least in appereance - didn''t took a in-depth comparison).
The additive sprite generated by lights is not the shadow volume itself - this is usually applied thuru multitexturing. It is quite probably that the first unreal did fog volume calcolation on a per-vertex basis (I can remember some low-poly images in which fog looked bad) since it is obviously a low-energy information, however, I have an idea on how to do it per-pixel.
In Q3 a fog volume can only be AXIAL while in unreal 1 it was possible to create arbitrarly shaped fog volumes (at least in appereance - didn''t took a in-depth comparison).
The additive sprite generated by lights is not the shadow volume itself - this is usually applied thuru multitexturing. It is quite probably that the first unreal did fog volume calcolation on a per-vertex basis (I can remember some low-poly images in which fog looked bad) since it is obviously a low-energy information, however, I have an idea on how to do it per-pixel.
Previously "Krohm"
Hi again,
I worked with the UnrealEd for a long time and I always thought that the Fog looked great. Even in Unreal 1.
However, I would be very interested to know more about your idea!
Additive Sprite:
So you think the additive sprite is something like a simple lensflare?
I don''t really think so! I looks much better then a lensflare and you cannot find a filtered pixel...
Watch here: http://unrealed.planet-multiplayer.de/index.php?P=editor#2-nebel
If you cannot read German, just look onto the pics. The Fog is much better then a simple Billboard.
Any ideas?
ps. the example is bad but its possible to have one light in a room sourrounded by fog.
I worked with the UnrealEd for a long time and I always thought that the Fog looked great. Even in Unreal 1.
However, I would be very interested to know more about your idea!
Additive Sprite:
So you think the additive sprite is something like a simple lensflare?
I don''t really think so! I looks much better then a lensflare and you cannot find a filtered pixel...
Watch here: http://unrealed.planet-multiplayer.de/index.php?P=editor#2-nebel
If you cannot read German, just look onto the pics. The Fog is much better then a simple Billboard.
Any ideas?
ps. the example is bad but its possible to have one light in a room sourrounded by fog.
DarkMcNugget next time... ;)
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