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Dynamic Fog

 
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MRKane
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 PostPosted: Mon Sep 17, 2012 9:59 am    Post subject: Dynamic Fog Reply with quote Back to top

Just thinking of the Facility map and how fog comes up when the gas tanks have been blown, could we use a similar setup to emulate smog/dense fog outdoors, changing to a different visibility when a player walks into a room? Or on an even higher note, could the colors of the fog be changed as well? Meaning when the player moves into a different area or triggers an event, the "mood" changes. Ie. when they go into a building there's less fog indoors, but it's got a blue tint, upon exiting the building on mission complete they find the weather has improved. Or grade red when things go wrong.
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zoinkity
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 PostPosted: Mon Sep 17, 2012 10:25 am    Post subject: Reply with quote Back to top

It's not the only stage that does that. Dam has a different sky during the final cutscene, and Egypt darkens for the last Samedi kill.

As far as I know you can only register a single additional sky, but it uses a multiple of the stage ID. Don't have my documents with me at the moment to give you the specific multiple, but you can look at those three stages for an example. The change is triggered via actions and is one-way, but that behaviour can be hacked rather easily.
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Wreck
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 PostPosted: Mon Sep 17, 2012 1:44 pm    Post subject: Reply with quote Back to top

I'm not positive, but I believe Train and one of the Surface missions does the same thing for their cutscenes. Likely it was to allow the player to see more of the stage, since the fog would limit visibility and make those angles less dramatic. That may depend on the stage, however.
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zoinkity
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 PostPosted: Tue Sep 18, 2012 4:34 am    Post subject: Reply with quote Back to top

All the skies are at +100 (+0x64) intervals, and you add that to the usual stage ID. So:
Stage ID is 1pl setting
+100 is alternate 1pl setting triggered via action
+200 is 2pl
+300 is 3pl
+400 is 4pl
+900 is used for cutscenes, specificly Dam and Surface 2.

The difference between +100 and +900 has to do with the triggering method. The 'use alternate sky' action will use the +100 setting, and you see that in Facility, Egypt, Aztec, and Train.
I don't know if other sky values are caught or not.

What you're talking about though would be a neat feature, and I'm thinking doesn't require a full sky edit to create.
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