PDA

View Full Version : DM mission fog



Alex72
Jul 13 2009, 19:08
How did they do the fog in the DM mission? No matter what i try in the editor i cant get the same result. Fog slider in ARMA2 will make a boring perfect VD limit and no rolling fog clouds (volumetric).

Special scripting? Was hoping the WEATHER module would save me, but nothing seems to happen on the ground with it.

Alex

.kju [PvPscene]
Jul 13 2009, 20:01
It is a module.

Alex72
Jul 13 2009, 20:03
It is a module.

Ok sounds good. An internal module or do you have a name?

Alex

.kju [PvPscene]
Jul 13 2009, 21:22
ca\modules\Clouds\Data\Scripts

Alex72
Jul 14 2009, 08:59
Thanks Kju.

Bit overkill for myself, but hopefully this will see an easier form later on. Would be nice to easily add that mist in the same way as weather or any other logic.

Alex

USSRsniper
Aug 9 2009, 09:19
How did they do the fog in the DM mission? No matter what i try in the editor i cant get the same result. Fog slider in ARMA2 will make a boring perfect VD limit and no rolling fog clouds (volumetric).

Special scripting? Was hoping the WEATHER module would save me, but nothing seems to happen on the ground with it.

Alex

Yes special scripting :p

That's how BIS did it, in init.sqf, this can be found in the DM mission folder.



//postprocess
//sleep 0.01;
//"colorCorrections" ppEffectAdjust [1, 1.1, -0.004, [0.0, 0.0, 0.0, 0.0], [0.5, 0.6, 1, 0.75], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0; "colorCorrections" ppEffectEnable true;



//fog
[nil,nil,"per",rSPAWN,[],{
//sleep 0.01;
//"colorCorrections" ppEffectAdjust [1, 1, 0, [0.1, 0.05, 0.0, 0.02], [1.2, 1.0, 0.8, 0.666], [0.5, 0.5, 0.5, 0.0]]; "colorCorrections" ppEffectCommit 0; "colorCorrections" ppEffectEnable true;

_pos = position vehicle player;
_ps = "#particlesource" createVehicleLocal _pos;

_ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 13, 0], "", "Billboard", 1, 10, [0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0, [4], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj];
_ps setParticleRandom [3, [40, 40, 0], [0, 0, 0], 2, 0.5, [0, 0, 0, 0.1], 0, 0];
_ps setParticleCircle [0.1, [0, 0, 0]];
_ps setDropInterval 0.1;


while {true} do {
waituntil {vehicle player == player};
_ps setpos position vehicle player;
sleep 0.1;
};
}
] call RE;


PostProcess is commented out, just remove the // if you want postProcessing as in that DM mission.