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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Distance fog is glitchy.
- UnrealWillNeverDie
- OldUnreal Member
- Posts: 8
- Joined: Thu Aug 21, 2014 8:20 am
Distance fog is glitchy.
So I need help, if anyone can. I made a room have distance fog, the fog is very glitchy in an unbearable way. It makes horrid twisting and whatnot, here is an image:
http://tinypic.com/view.php?pic=15x9uv8&s=8#.Va5JC7VgKyg
Sorry if it is not visible enough..
http://tinypic.com/view.php?pic=15x9uv8&s=8#.Va5JC7VgKyg
Sorry if it is not visible enough..
When life gives you lemons, sell them.
- Smirftsch
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Re: Distance fog is glitchy.
need more input, settings you made, maybe this or an example map.
Sometimes you have to lose a fight to win the war.
- UnrealWillNeverDie
- OldUnreal Member
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Re: Distance fog is glitchy.
http://oi57.tinypic.com/28hol7n.jpg
Chose a more easily distinguishable color for the fog. That picture will hopefully show the problem..
Chose a more easily distinguishable color for the fog. That picture will hopefully show the problem..
When life gives you lemons, sell them.
- Skywolf
- OldUnreal Member
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Re: Distance fog is glitchy.
I dont see anything wrong. That is simply how Distance Fog works .
If you really want to make a room filled with thick fog you can better use the regular one created using Light actors. Downside of this is that it costs quite alot of performance. Even on fairly modern systems.
Distance Fog is really only good for either sky boxes, where you can control everything, or for creating a thin fog in the far distance to simulate a planet's atmosphere.
If you really want to make a room filled with thick fog you can better use the regular one created using Light actors. Downside of this is that it costs quite alot of performance. Even on fairly modern systems.
Distance Fog is really only good for either sky boxes, where you can control everything, or for creating a thin fog in the far distance to simulate a planet's atmosphere.
I hate it when people ask me what my favorite game is. Just try to explain you're not talking about Unreal Tournament .
- UnrealWillNeverDie
- OldUnreal Member
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Re: Distance fog is glitchy.
Hm. Well how come in UT2004 distancefog always look flawless? Those glitches are absent in ut2004 afaik..
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- Hellkeeper
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Re: Distance fog is glitchy.
This might be linked to the fact UT2004 uses a completely different and much powerful engine.
Although I see the glitch in your screenshot. Can we take a look at the map (or even just the room) itself?
Although I see the glitch in your screenshot. Can we take a look at the map (or even just the room) itself?
Last edited by Hellkeeper on Tue Jul 28, 2015 7:11 pm, edited 1 time in total.
You must construct additional pylons.
- Turboman.
- OldUnreal Member
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Re: Distance fog is glitchy.
This can be easily fixed by just upping the polycount, iirc fog is vertex based and can yield some strange result with very low poly areas.
just make a huge cylinder, and add some distance fog, it'll clip quite strangely.
regular (zone based) fog does not have this, because it appears to depend on lightmap quality.
just make a huge cylinder, and add some distance fog, it'll clip quite strangely.
regular (zone based) fog does not have this, because it appears to depend on lightmap quality.
- []KAOS[]Casey
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Re: Distance fog is glitchy.
Unreal lighting really depends on the scale of your texture.
If you scale that down to tile like crazy it may look a lot better for the fog at least. I'm just guessing on the fog though. I do know that super-tiled textures have spherical lighting with dynamic lights, instead of the weird Gouraud shading stuff
If you scale that down to tile like crazy it may look a lot better for the fog at least. I'm just guessing on the fog though. I do know that super-tiled textures have spherical lighting with dynamic lights, instead of the weird Gouraud shading stuff