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skvlad01   Posted 10th Apr 2006 9:52am
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Post 282 / 614

every time i put in fog in my map this happens. the skins go retarded on the weapons. the fog is set at 800m far clip plain.
any 1 got any ideas on this? the maps it at the final stages.


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goober   Posted 10th Apr 2006 11:13am
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I remember when i had alot of fog in my map my weapons got cut down like that too, if i remember correctally you have to higher the near clip plane.
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skvlad01   Posted 10th Apr 2006 11:40am
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Post 284 / 614

thats hardly any thing 800m far clip plain. so u saying have less fog?

edit: i dont have any thing on near clip plain its set to the default : near clip plain 0.00 color <0><0><0>
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 Modified Apr 10th, 11:44am by skvlad01
KERPAL   Posted 11th Apr 2006 4:02am
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Post 359 / 1353

Maybe too much fog?? try setting it at 110 for near clip and 115 for far clip. I hope that will that do the trick , if not...then I can't help you!
Maps    Modified Apr 11th, 04:02am by KERPAL
skvlad01   Posted 11th Apr 2006 10:21am
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Post 285 / 614

k ill try that. thanks
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Ghostkid   Posted 11th Apr 2006 12:29pm
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Post 112 / 2212

and did it work ?
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RED-FROG   Posted 11th Apr 2006 10:23pm
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Post 1025 / 5258

I think the near clip plane is where the fog starts to appear, and the far clip plane is where it ends.

The far clip plane should be at least twice as high as the near clip plane, because the long fading will look much better.
But I dont know if the near clip plane even works...I think Volition wrote something like "PS2 only", right?
I never tested it, but also never thought it was wrong.

A near clip plane of 0 (zero) would tell the fog to start right where the player stands, that might cause some problems on the weapon model, no matter how high the far clip plane was.
(if both, the near and the far clip plane are zero then fog is not rendered so there isnt going to be problems with the gun of course)
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Apr 11th, 10:27pm by RED-FROG



Assman15    Posted 13th Apr 2006 4:52am
Post 31 / 2085
I have experience with fog, let me try and clarify. The near clip plain (as far as my experiences) is only for the PS2 version of the game, the far clip plain is for both. The lower the number you have in the far clip plain area the more fog there is. For example, a far clip plain of 2 will make the map unplayably foggy. If you're going to use fog I suggest a number between 25 and 50. Maybe 25 and 75 if you have very large (50+ meter) areas.
My YouTube    Modified Apr 13th, 07:42am by Assman15
mad_ferrit   Posted 13th Apr 2006 9:06am
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Post 1327 / 1510

Quoting Assman15
I have experience with fog, let me try and clarify. The near clip plain (as far as my experiences) is only for the PS2 version of the game.

I don't think it has anything to do with the Playstation2, more to do with controlling excessive PS2 faces in your map, ie large overtiled faces.

I've always been of RED-FROG's line of thinking...

The near clip plane is where the fog starts to come into effect and the far clip plane is where the fog totally obscures everything.
MY RF MAPS    Modified Apr 13th, 09:07am by mad_ferrit
skvlad01   Posted 13th Apr 2006 10:37am
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Post 288 / 614

far clip plain is where the fog fully thickens untill a complete white wall is visable. 30m far clip is realy thick fog and 900m far clip is very light fog. and for thos who want to know i tryed every thing and still no luck, so im not puting any fog in. oh well it was only supose to be realy thin fog any way.
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RED-FROG   Posted 20th Apr 2006 11:50pm
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Post 1055 / 5258

Then your map is too big or it may has too much detail.
On a better computer the weapon may not dissapear that much, or not at all. I've had problems with some of the client side weapons, they also had invisible faces on the back, even on the glass house map. But that only happened on my older computer. (its good that I always test my stuff on the old PC as well)
I fixed it by changing the offset of the weapon...but you cant do the same to make the map work.
I think its because the view distance is too big in the room you're standing.
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