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Fog & No Terrain

Posted: Thu May 10, 2012 10:36 pm
by lucasfart
Just wondering if it was possible to have fog in your map if there's no terrain. :P
Bfront2.log wrote:Message Severity: 2
.\Application\RedTerrain.cpp(615)
TERRAIN HEIGHTFIELD MISSING! Will probably crash now
I removed the terrain because I can't manually lower the height of the terrain due to not being able to open ZE. So my question is, will environmental fog still work without terrain? I can't add any more props to my map, so i can't add in the mist odf either.

I have tried adding fod into the .fx file, and it didn't work, but I don't know if that's got anything to do with the terrain or not. I just copied over the Dagobah Fogcloud effect, so it should work just fine...

EDIT: As opposed to removing the terrain altogether, would it be possible to manually lower the terrain height by, say, 10 without using ZE?

Would someone kindly make a blank map, then lower the terrain to -10 and send me the .TER file?

Re: Fog & No Terrain

Posted: Thu May 10, 2012 11:46 pm
by Teancum
Did you remove the name of the terrain from the .wld file?

Re: Fog & No Terrain

Posted: Fri May 11, 2012 2:12 am
by lucasfart
Nope. I left it there. Should I have removed it? The absence of terrain isn't the problem - I did it on purpose, not knowing any other way to stop terrain interfering with my indoor map.

Re: Fog & No Terrain

Posted: Fri May 11, 2012 7:59 am
by Teancum
No. The easiest way is to copy the .ter file from the space map templates, then rename it as your terrain. It's already set up to not appear.

Re: Fog & No Terrain

Posted: Fri May 11, 2012 9:17 am
by lucasfart
Awesome. By the space templates, I assume you mean the ones that you uploaded?

Re: Fog & No Terrain

Posted: Fri May 11, 2012 10:25 am
by THEWULFMAN
lucasfart wrote:Awesome. By the space templates, I assume you mean the ones that you uploaded?


Well they'd work as well, but he was referring to the space templates included in the mod tools. Specifically the ter file located at BF2_ModTools\space_template\Worlds\@#$\world1.


That's what I thought he meant anyway.

Re: Fog & No Terrain

Posted: Fri May 11, 2012 10:45 am
by Teancum
Yep, that's what I meant. :thumbs:

Re: Fog & No Terrain

Posted: Fri May 11, 2012 11:55 am
by lucasfart
Oh. duh. :oops:

Hrrrrm.

Getting this now in the munge log - no cp's showing up ingame now:

Code: Select all

ERROR[levelpack TST.req]:munged\pc\tst.terrain is not a binary UCF file!ERROR[levelpack TST.req]:munged\pc\tst.terrain is not a binary UCF file! [continuing]
   2 Errors    0 Warnings
My terrain file is TST.ter.

TST.wld:
Hidden/Spoiler:
Version(3);
SaveType(0);

Camera("camera")
{
Rotation(-0.255, -0.053, -0.945, 0.197);
Position(-154.897, 30.459, -74.905);
FieldOfView(55.400);
NearPlane(1.000);
FarPlane(2700.000);
ZoomFactor(1.000);
Bookmark(0.000, 0.000, 0.000, 1.000, 0.000, 0.000, 0.000);
Bookmark(0.000, 0.000, 0.000, 1.000, 0.000, 0.000, 0.000);
Bookmark(0.000, 0.000, 0.000, 1.000, 0.000, 0.000, 0.000);
Bookmark(0.000, 0.000, 0.000, 1.000, 0.000, 0.000, 0.000);
Bookmark(0.000, 0.000, 0.000, 1.000, 0.000, 0.000, 0.000);
Bookmark(0.000, 0.000, 0.000, 1.000, 0.000, 0.000, 0.000);
Bookmark(0.000, 0.000, 0.000, 1.000, 0.000, 0.000, 0.000);
Bookmark(0.000, 0.000, 0.000, 1.000, 0.000, 0.000, 0.000);
Bookmark(0.000, 0.000, 0.000, 1.000, 0.000, 0.000, 0.000);
Bookmark(-24.000, 55.608, -140.280, 0.524, 0.446, -0.552, 0.471);
}
LightName("TST.LGT");
TerrainName("TST.ter");
SkyName("TST.sky");
ScriptName("DummyScript.dll");
ControllerManager("StandardCtrlMgr");

WorldExtents()
{
Min(0.000000, 0.000000, 0.000000);
Max(0.000000, 0.000000, 0.000000);
}

NextSequence(-786076974);

Object("halo", "halo", 94475188)
{
ChildRotation(1.000, 0.000, 0.000, 0.000);
ChildPosition(-144.000, 0.000, -123.000);
SeqNo(94475188);
Team(0);
NetworkId(-1);
}
TST.req:
Hidden/Spoiler:
ucft
{
REQN
{
"config"
}

REQN
{
"texture"
"TST_map"
}
REQN
{
"path"
"TST"
}
REQN
{
"congraph"
"TST"
}
REQN
{
"envfx"
"TST"
}
REQN
{
"world"
"TST"
}
REQN
{
"prop"
"TST"
}
REQN
{
"class"
"bluelight"
"redlight"
"greenlight"
"whitelight"
}
REQN
{
"config"
"flyerspray"
"walkerstomp"
"hailfire_wake"
}
REQN
{
"lvl"
"TST_conquest"
"TST_ctf"
"TST_1flag"
"TST_eli"
"TST_hunt"
}
}
I'm pretty sure there's no problems in either file, so I don't know what the heck is causing this...

Ah nevermind. Manual clean fixed that up. But my fog still isn't showing up ingame...

TST.fx:
Hidden/Spoiler:
Effect("FogCloud")
{
Enable(1);
Texture("fluffy");
Range(5.0, 100.0);
Color(168, 172, 180, 128);
Velocity(5.0, 0.0);
Rotation(0.1);
Height(16.0);
ParticleSize(28.0);
ParticleDensity(60.0);
}


Effect("Blur")
{
PC()
{
Enable(1);
Mode(1)
ConstantBlend(0.4)
DownSizeFactor(0.4500)
}
}
That's all i need to do to have fog, right? So why wouldn't it work?