View Full Version : Unable to get fog in level
07-03-2006, 07:24 PM
I can't get fog into my level. I've gone into "editors-mission parameters-Newsky:sky" and checked fog, I've gone into the console, put "fog_on", "fog_dist", and "fog_r/g/b", re-portalized, and re-built the room database. It still won't work...
07-03-2006, 10:56 PM
Have you added: Weather/Local Weather and checked "Fog" to your room brushes too?
07-04-2006, 04:31 AM
Probably better to create a "Fog Room" archetype and set all the fog rooms to it, unless your whole mission is fogged.
07-04-2006, 10:11 AM
Yes, I've done those too.
07-04-2006, 10:28 AM
The proper order is: Build Rooms Database, then Optimise.
The renderer uses the rooms to determine roughly where the fog is, but the individual cells (anything that isn't solid terrain) are used to determine exactly which parts of the level have the fog.
Maybe your graphics card can't show fog.
07-04-2006, 11:20 AM
I've gotten fog into a level before. But, I am unable to optimise. When I do an error comes up:ERROR: remove_poly_edge: edge not in poly list.
(Yes to trap, No to exit, Cancel to ignore)
Except whatever I press the thing crashes anyway.
07-04-2006, 11:48 AM
In that case I think you have more pressing concerns than a lack of fog.
That error is probably related to some very complex terrain.
07-04-2006, 12:33 PM
If that's why that error comes up, it's probably these
These make the "polygons rendered" count go over 600.
I was thinking that adding fog would reduce this, since you
wouldn't see so much at one time.
07-04-2006, 01:29 PM
Fog doesn't help lower poly counts, not in this game anyway.
07-04-2006, 02:58 PM
I've gotten rid of the fancy arches (see picture #2) and replaced them with simpler arches, and I've made the arches from pic #1 less fancy, yet the error still occurs whenever I optimize. What else do you think I can do?
07-04-2006, 04:46 PM
You should break your mission down by using area brushes and optimize each section, one by one, until you find the problem in a single area, then you can get it fixed.
07-04-2006, 05:43 PM
I found the area, but I still don't know what the problem is.
And what the heck does this mean?
"Attempt to mark from invalid room id 0 (file:rpaths.h, line:198) yes to trap, no to exit, cancel to ignore"
07-04-2006, 06:55 PM
One of your roombrushes is brush #0. Find it (use the Tab key) and move it far, far away from where you're building, then make a new brush where it was. If you delete it, you run the risk of it coming back some day (believe me, I know from experience). :mad2:
07-07-2006, 12:17 PM
Now, I followed a tutorial for custom schemas, and now, whenever I re-build the rooms database, and open a door in my level, Dromed crashes.
07-07-2006, 02:32 PM
What exactly did you do?
If you used the destroy_schemas command, that was wrong!
reload_schemas is much better.
When you use that command, make sure you have all the schema files in your Thief2\schemas folder.
07-07-2006, 05:39 PM
Actually, I was smart before, and made backup copies of the mission and its gamesys, so I'm fine.
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