Possible to add rhen var fog in concentrated locations?

Started by Phobos, December 01, 2011, 05:57:10 PM

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Is it possible to take the gray fog/steam in rhen var citadel and put it in certain areas of maps like in a hallway or room? I found this in the rhenvar2.fx


Effect("FogCloud")
{
Enable(1);
Texture("fluffy");
Range(90.0, 120.0);
Color(168, 172, 180, 128);
Velocity(5.0, 0.0);
Rotation(0.1);
Height(16.0);
ParticleSize(28.0);
ParticleDensity(60.0);
}

Try looking at the dust .odf file in Geonosis and modify it to be the fog.
=AaTc= Forever

SALLY....

-Retired Modder

Quote from: Phobos Developer on December 01, 2011, 05:57:10 PM
Is it possible to take the gray fog/steam in rhen var citadel and put it in certain areas of maps like in a hallway or room? I found this in the rhenvar2.fx


Effect("FogCloud")
{
Enable(1);
Texture("fluffy");
Range(90.0, 120.0);
Color(168, 172, 180, 128);
Velocity(5.0, 0.0);
Rotation(0.1);
Height(16.0);
ParticleSize(28.0);
ParticleDensity(60.0);
}

Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

Eh, something tells me you want to know as well.

Make a prop with no model and attach this effect to it.

ParticleEmitter("ThickFog")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.2000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(30.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 30.0000, 30.0000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 10.0000, 10.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.5000);
Position()
{
LifeTime(2.0000)
}
Size(0)
{
LifeTime(1.0000)
Scale(0.0000);
Next()
{
LifeTime(2.0000)
Scale(2.0000);
}
}
Color(0)
{
LifeTime(0.2500)
Next()
{
LifeTime(0.7500)
Reach(20.0000,20.0000,20.0000,128.0000);
Next()
{
LifeTime(0.5000)
Reach(20.0000,20.0000,20.0000,0.0000);
}
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("thicksmoke2");
}
}

It'll kind of do it, you'll want to tweak it yourself a bit of course.