Fog and Sun Mix?

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SIMOX

FNG / Fresh Meat
Jun 16, 2010
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Lithuania
Ok, so i have a problem in my map and i want to know is it possible to fix it somehow.

I have a fog enabled in my map, because everything looks nice and smooth, plus added rain.


But the problem is with the "Sun Effect" emitters. Since there's a sun actor in the skybox, i had to add those emitters for better look. And i really want to keep them.
kfedfirst.jpg


Everything is Good here.



But now when i step back a little bit
kfedsecond.jpg


As u see, two trees on that hill disappears, because of the Fog. Terrain starts disappearing after few steps too.

So im wondering is it possible to don't let trees to disappear or something.



Even worse here:
kfedthird.jpg

(BRIDGE FTW!!)


Otherwise I won't let u to go here :D. There is much more to see (and for me to do), so if anyone can help me i would be very happy.
 
Last edited:

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,134
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bwhgaming.com
you can change the cull distance on the trees themselves, or, change the min/max distance on the fog (automactically culls things past the max)
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
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liandri.darkbb.com
Sexy atmosphere! I doubt there is a way that lets you exclude specific actors from culling by fog. You can try to eliminate the visual pop-up with a fog-ring.
Here is what that is, how to set it up and examples of cases where it's needed.

Try it and see if it works for you. Doesn't always fit. Most of the time it does though.
 

SIMOX

FNG / Fresh Meat
Jun 16, 2010
157
21
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29
Lithuania
Sexy atmosphere! I doubt there is a way that lets you exclude specific actors from culling by fog. You can try to eliminate the visual pop-up with a fog-ring.
Here is what that is, how to set it up and examples of cases where it's needed.

Try it and see if it works for you. Doesn't always fit. Most of the time it does though.

Thank you Murphy, but I think i already have that Fog-ring.
I copied and tweaked skybox from Manor map. So sun emitters are inside the fog-ring. Otherwise it would "Kill" them.

Unless i would drag them up a bit (well a lot), but then it wouldn't be reallistic cuz my sun actor is somewhere there.


Set fog distance to 6000 (was 5000) and now meshes are not disappearing while im watching. Bah, need to move on :).
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
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In Mission Mode
your overlay is on (a no no for daytime maps)

Actors>Info>LevelGameRules>KFSPLevelInfo

Then

(f4 properties) KFSPLevelInfo > bUseVisionOverlay False


To keep the objects from disapearing,

EDIT BELOW:Murphy was correct

DistanceFogEnd to about 10000

DistanceFogStart to about..... -4000
 
Last edited:

Murphy

FNG / Fresh Meat
Nov 22, 2005
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liandri.darkbb.com
That'll give you some serious distance-fog-colored sunglasses vision! Which is cool. May fit your map too. Just pointing it out.

I thought of another way. Distance fog from Volumes does not cull! So you could have a Volume around the area and use its fog settings for the visuals and then use the fog of the ZoneInfo (with a higher end distance) or the CullDistance setting of actors to cull things. That way objects can survive beyond the fog, so to speak.
 
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SIMOX

FNG / Fresh Meat
Jun 16, 2010
157
21
0
29
Lithuania
your overlay is on (a no no for daytime maps)

Actors>Info>LevelGameRules>KFSPLevelInfo

Then

(f4 properties) KFSPLevelInfo > bUseVisionOverlay False

Fixed.

To keep the objects from disapearing,

EDIT BELOW:Murphy was correct

DistanceFogEnd to about 10000

DistanceFogStart to about..... -4000

That'll give you some serious distance-fog-colored sunglasses vision! Which is cool. May fit your map too. Just pointing it out.

Now i have:
DistanceFogEnd 7000
DistanceFogStart -4000

But i don't want to see too far, and that fog-colored sunglasses vision doesn't really fit.

I thought of another way. Distance fog from Volumes does not cull! So you could have a Volume around the area and use its fog settings for the visuals and then use the fog of the ZoneInfo (with a higher end distance) or the CullDistance setting of actors to cull things. That way objects can survive beyond the fog, so to speak.

Tried this, but looks like it doesn't work or i don't know how exactly to set it up. I used Physics volume cuz that have Fog volume.

But it doesn't affect the area i want to, in fact it does nothing.

Took some info from unreal wiki
 

SIMOX

FNG / Fresh Meat
Jun 16, 2010
157
21
0
29
Lithuania
Yay, it does work!! Thank you murphy. Maybe still need to do fog closer, but it looks good so far. Had problems with the color but fixed it. So need to do it a bit closer though.

kf1o.jpg



kf2.jpg

(This place is unfinished)

kf3i.jpg

(Player start positions near two trucks)

Oh, and btw i lighted up police car llike no one else did. I mean there's light bulbs all around the lights.

And i still have problems with the Anti-portals. I added like two of them in different places with that anti-portal button. But looks like they don't work. What i do wrong?


Click spoiler to see what is coming up next!
Spoiler!
 
Last edited:

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,134
329
0
bwhgaming.com
antiportals only cull stuff that is completely behind them, static meshees, brushes etc, open the map, go to where the antiportals are, type rmode 1 in console to switch to wireframs so you can see what is being rendered.