View Full Version : Unable to get fog in level
Marshall Banana
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...
Sluggs
07-03-2006, 10:56 PM
Have you added: Weather/Local Weather and checked "Fog" to your room brushes too?
Yandros
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.
Marshall Banana
07-04-2006, 10:11 AM
Yes, I've done those too.
R Soul
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.
Marshall Banana
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.
R Soul
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.
Marshall Banana
07-04-2006, 12:33 PM
If that's why that error comes up, it's probably these
http://www.uploadfile.info/uploads/cda5b7ff3d.jpg (http://www.uploadfile.info)
http://www.uploadfile.info/uploads/b72507a9f0.jpg (http://www.uploadfile.info)
http://www.uploadfile.info/uploads/49307807b2.jpg (http://www.uploadfile.info)
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.
Sluggs
07-04-2006, 01:29 PM
Fog doesn't help lower poly counts, not in this game anyway.
Marshall Banana
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?
Sluggs
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.
Marshall Banana
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"
Yandros
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:
Marshall Banana
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.
R Soul
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.
Marshall Banana
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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