faked volumetric fog in 1942

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fo0k
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faked volumetric fog in 1942

Post by fo0k »

edit:some better vids later in thread

http://www.youtube.com/watch?v=HE9xwc3AWX8



for the lulz..

this demo is very dark.. but if you use a 1% opacity on the layers its actually very hard to see them at all.. but you still get the fog..
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fo0k
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Re: faked volumetric fog in 1942

Post by fo0k »

having fun with this,.. you can literally hide in the shadows.. nice half shadow on player too.
this uses a full grid setup for the fog layers.. with a lightmap/alpha on the grid mesh to control opacity around the door area to let the light fade in.

http://www.youtube.com/watch?v=-h0XIS45TAs

freddy
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Re: faked volumetric fog in 1942

Post by freddy »

looks cool but im not really understand what im looking at, im crap with graphics stuff :)
Shrooms
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Re: faked volumetric fog in 1942

Post by Shrooms »

Hehe. Neat stuff man.
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Swaffy
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Re: faked volumetric fog in 1942

Post by Swaffy »

Freddy, it seems to me like it's a cool way to add more realistic lighting.
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fo0k
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Re: faked volumetric fog in 1942

Post by fo0k »

Yeah, it started as fog but really this is a funky way to control lighting

some more fun with it and the basic process..






Take a room
Image

Place 'fog mesh' inside it
Image


Fog mesh is actually fairly low poly (800 tri's per 20 meter square area) and is just a series of flat planes with a double sided texture
It creates a few thousand 'pockets' like this which can all have different alpha levels for transparency

Image


we can make or render a basic alpha texture to apply to the fog mesh.
this uses light from the doorway

Image


this is the fog areas but its been reversed in this pic to make it easier to see. so the darker the fog, the lighter it would be in-game
Image


make funky custom alpha layers..
Image


party.
Image
Diamondback
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Re: faked volumetric fog in 1942

Post by Diamondback »

This is actually a very interesting discovery. I see dynamic lighting in BF1942 (inside objects) as a possibility now.

One could for example create a pitch black rectangular fog mesh. Inside that mesh, another fog mesh would be made with an alpha layer that would be bright yellow (the light source). The fog mesh with the yellow alpha layer is addtemplated to a PCO.

When the PCO is destroyed, the fog mesh addtemplated to it then disappears, making the yellow alpha texture layer and therefore the light source, disappear, leaving the player in complete darkness. A "shut down the enemy power grid" type of map could be made with this I guess.

This looks promising.
See my Strasbourg map project here.
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