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1.26 - Question on Dynamic Fog
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Description

Hello,

Is the new dynamic fog behavior completely controlled by the internals of the game? Is there a way to tune it via cfgweather, or would it need to be done via modding?

If we set UseDynamic to '0' in the world config, will it completely disable it?

class VolFog
{
    CameraFog=0;
    UseDynamic=1;
};

Thanks for any info you can share!

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
General

Event Timeline

Geez closed this task as Resolved.Tue, Oct 1, 9:28 AM
Geez claimed this task.
Geez added a subscriber: Geez.

Is the new dynamic fog behavior completely controlled by the internals of the game? Is there a way to tune it via cfgweather, or would it need to be done via modding?

There is a way to control it via cfgweather but then it will not be dynamic, you need to change the script if you want to use the current implementation but with a different behavior.

If we set UseDynamic to '0' in the world config, will it completely disable it?

Like this, you need to change this to 0 which disables our latest functionality. Then you can add

Item1[] = {800.0,0.06,0.93,0.13,1.0};
Item2[] = {1300.0,0.02,0.9,0.05,1.0};

to VolFog class. values -> distance of old fog for which the values apply, distance and height parameters for overcast 0, distance and height parameters for overcast 1 distance must be in increasing order (edited)