Black setcor_setfade

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Fabysk
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Black setcor_setfade

#1

Post by Fabysk » Thu Oct 10, 2013 6:31 pm

Does anyone know how to make black fog in Doom Builder 2? This is for my mod. Making maps for the final release.
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RE: Black setcor_setfade

#2

Post by Impact » Thu Oct 10, 2013 7:30 pm

Fabysk wrote: Does anyone know how to make black fog in Doom Builder 2? This is for my mod. Making maps for the final release.
Not sure, but have you tried Sector_SetFade (0,0,0,0); ?
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RE: Black setcor_setfade

#3

Post by Klofkac » Thu Oct 10, 2013 7:51 pm

The fade IS defaultly black. The distance is "fading to darkness". It's been always like that.
The fog works because it fades to white, which looks just like a fog.
You should try useing SetFade with like very dark gray, it has some effect.
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Fabysk
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RE: Black setcor_setfade

#4

Post by Fabysk » Thu Oct 10, 2013 8:13 pm

Impact wrote: Not sure, but have you tried Sector_SetFade (0,0,0,0); ?
Already tried that. Doesn't work
Klofkac wrote: The fade IS defaultly black. The distance is "fading to darkness". It's been always like that.
The fog works because it fades to white, which looks just like a fog.
You should try useing SetFade with like very dark gray, it has some effect.
What are the numbers for a dark gray?
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RE: Black setcor_setfade

#5

Post by Impact » Thu Oct 10, 2013 8:14 pm

Sector_SetFade (<tag>,0,0,0) does nothing, just tried it, disregard what I previously suggested.

Try Sector_SetFade (<tag>,1,1,1), it does the job as best as I can find it.
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Fabysk
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RE: Black setcor_setfade

#6

Post by Fabysk » Thu Oct 10, 2013 8:20 pm

Impact wrote: Sector_SetFade (<tag>,0,0,0) does nothing, just tried it, disregard what I previously suggested.

Try Sector_SetFade (<tag>,1,1,1), it does the job as best as I can find it.
It look like there is no fog in the sector. I'll try to find more possibilities.
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RE: Black setcor_setfade

#7

Post by Impact » Thu Oct 10, 2013 8:38 pm

Fabysk wrote:
Impact wrote: Sector_SetFade (<tag>,0,0,0) does nothing, just tried it, disregard what I previously suggested.

Try Sector_SetFade (<tag>,1,1,1), it does the job as best as I can find it.
It look like there is no fog in the sector. I'll try to find more possibilities.
It depends how big your sector is. If it's small try Sector_SetColor (<tag>,0,0,0). The 0,0,0 works on this and the sector should appear jet black. If for some reason that doesn't work, try 1,1,1.
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RE: Black setcor_setfade

#8

Post by Fabysk » Thu Oct 10, 2013 8:53 pm

Impact wrote: It depends how big your sector is. If it's small try Sector_SetColor (<tag>,0,0,0). The 0,0,0 works on this and the sector should appear jet black. If for some reason that doesn't work, try 1,1,1.
It's a large sector. Forgot to mention that I wanted the fog somehting close to this
Spoiler: (Open)
Image
If that's not possible, then I'll go with using sector_setcolor and sector_setfade.
Last edited by Fabysk on Thu Oct 10, 2013 8:54 pm, edited 1 time in total.
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RE: Black setcor_setfade

#9

Post by CloudFlash » Thu Oct 10, 2013 8:56 pm

If I were doing fog like in pic, I would make it brown instead of black. Just saying.
https://i.imgflip.com/i5tpe.jpg
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Fabysk
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RE: Black setcor_setfade

#10

Post by Fabysk » Thu Oct 10, 2013 9:09 pm

So tried out combining a brown setfade, setcolor, and a fadeto script and I got this
[spoiler]out of the fog zone
Image[/spoiler]

[spoiler]in the fog zone with a brown fadeto script
Image[/spoiler]
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RE: Black setcor_setfade

#11

Post by Impact » Thu Oct 10, 2013 10:17 pm

Fabysk wrote: So tried out combining a brown setfade, setcolor, and a fadeto script and I got this
[spoiler]out of the fog zone
Image[/spoiler]

[spoiler]in the fog zone with a brown fadeto script
Image[/spoiler]
Fabysk wrote:
Impact wrote: It depends how big your sector is. If it's small try Sector_SetColor (<tag>,0,0,0). The 0,0,0 works on this and the sector should appear jet black. If for some reason that doesn't work, try 1,1,1.
It's a large sector. Forgot to mention that I wanted the fog somehting close to this
Spoiler: (Open)
Image
If that's not possible, then I'll go with using sector_setcolor and sector_setfade.
I think that's as close as you're going to get without some really complicated coding, it looks nice for what doom can handle and I think any HD stuff won't fit in with the rest of the doom textures. I'd work with that :smile:
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