Haze Affecting 360° Skybox

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Tormentor667
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Haze Affecting 360° Skybox

Post by Tormentor667 »

Is there any way to make a skybox (360° with textures) be affected by an outer sector's fog/haze?
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Enjay
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Post by Enjay »

When I need that, I usually put the haze on to the sky textures directly using a grahics editing program.
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Paul
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Post by Paul »

Yep. Or try matching the fog with the skybox's color/part. Go to the game and type "Testfade RRGGBBAA" (where RGGBBAA is the hex value of a color). You may try typing string names of colors as well, like "Testfade khaki" or "testfade orange". Do that to check what color will work best in the game. Useful.
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Tormentor667
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Post by Tormentor667 »

Okay, that makes sense to me but afaik it isn't possible to use more than one 360° skybox in one map, isn't it? I want some parts with fog and others without fog...
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Post by Tormentor667 »

Okay, tried "Testfade ffaa00" and also "testfade ffaa0000" or "testfade ffaa00ff" but I always get a red fog with that. Testfade "orange" and similar things work.
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Paul
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Post by Paul »

Gldefs:
skybox FOGSKY // normal sky edited in Photoshop/PSP to look like hazey
{
SKY1N
SKY1E
SKY1S
SKY1W
SKY1T
SKY1B
}
skybox NORMALSKY
{
SKY2N
SKY2E
SKY2S
SKY2W
SKY2T
SKY2B
}
Mapinfo:
map map01 "Mymap"
sky1 FOGSKY 0.0
sky2 NORMALSKY 0.0
There's a sector property that selects the "2nd sky" for the sector. That *should* work
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Graf Zahl
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Post by Graf Zahl »

Try to mess around with the 'skyfog' MAPINFO option.
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Paul
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Post by Paul »

Tormentor667 wrote:Okay, tried "Testfade ffaa00" and also "testfade ffaa0000" or "testfade ffaa00ff" but I always get a red fog with that.
The syntax is
Testfade "RR GG BB"
so Testfade "FF FF FF" produces white.
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Tormentor667
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Post by Tormentor667 »

@Paul - Thx, that sounds like a good solution, I will play around with that ;)
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