Ground Fog - Guide

I figured out what the problem was. It seems that the first person to log into the server gets no fog. When they exit and come back into the game the fog is there for them also. This fog looks amazing at night with axeman's lights and full moon lighting. Thanks for the release, my server loves it.
 
I figured out what the problem was. It seems that the first person to log into the server gets no fog. When they exit and come back into the game the fog is there for them also. This fog looks amazing at night with axeman's lights and full moon lighting. Thanks for the release, my server loves it.

Which for are you using and what settings did you tweak it to so that it looks good?
 
I just followed the basic tutorial for all. I haven't changed any values. This is how it looks for me.

2qmdx90.jpg
 
That looks nice. Weird how some of us are getting gas pockets but others get the uniform distribution.
 
You get pockets of fog because of the density of clouds in relation to the square meters you are trying to cover.

I already explained this, sometimes, from inside the fog, it looks good, but when you take a step out or look from above, you notice the "pocket" phenomena.

To solve this, always bare in mind three things:

a) The size area you are trying to cover.
b) The size of each individual cloud.
c) The number of clouds in the area.

If you try to cover a 100 square meters with 100 clouds of 10 square meters each, you'll end up with "pockets", the reason is purely mathematical: 100 "square" meters means 10000 meters to cover, 100 clouds of 10 square meters each means only 1000 (one tenth) of the area will be effectively covered.
 
You get pockets of fog because of the density of clouds in relation to the square meters you are trying to cover.

I already explained this, sometimes, from inside the fog, it looks good, but when you take a step out or look from above, you notice the "pocket" phenomena.

To solve this, always bare in mind three things:

a) The size area you are trying to cover.
b) The size of each individual cloud.
c) The number of clouds in the area.

If you try to cover a 100 square meters with 100 clouds of 10 square meters each, you'll end up with "pockets", the reason is purely mathematical: 100 "square" meters means 10000 meters to cover, 100 clouds of 10 square meters each means only 1000 (one tenth) of the area will be effectively covered.

Don't you DARE bust mathematical logic on me! I shall take this into consideration when tweaking.

And Fred, yes, that's a really nice shot.
 
Oh god... I keep tweaking it and everything I've tried just .. sucks. AHHHHH... And I've got it easy too, its ultra flat Celle.
 
Sorry im was an idiot i was just confused because server seems fine but no fog.

Sorry i need to learn to read the whole post instead of skiming it, forgot to change the values in the groups items=X. Its working kinda except i get them all in small ehmm not sure what to call it but sepperate fogs
 
Modification for night only ground fogs :

your fogs.sqs :
Code:
_Center = _this select 0
_dist1=_this select 1
_dist2= _this select 2
 
?(count _this > 3):_endNight=_this select 3;_startNight=_this select 4; goto "nighttest"
?(count _this == 3):goto "bigloop"
 
#nighttest
_hours = Date select 3
?((_hours>=_endNight) && (_hours<_startNight)): goto "waittoactivate"
 
#bigloop
@(Player distance _Center)<_dist2
_i=0
#loop
_height=-0.3
_Rradius=180
_Cloudalpha=1
?((Player distance _Center)>_dist1):_Cloudalpha= 1-(((Player distance _Center) - _dist1)/(_dist2- _dist1))
_radius=(random 10)+random _Rradius
_angle=(random 360)
_size = 5
_col = 1
_CC=[_col,_col,_col,.3*_Cloudalpha]
drop ["\ca\data\cl_basic", "", "Billboard", 8+random 1,8+random 1,  [(getpos Player select 0)+_radius*(sin(_angle)),(getpos Player select 1)+_radius*(cos(_angle)),_height],[0,0,0],5 , 0.2, 0.1568, 0,[_size], [[_col,_col,_col,0],_CC,_CC,_CC,_CC,_CC,_CC,[_col,_col,_col,0]], [0],0,0,"", "",""]
_i=_i+1
?(_i<1800):goto "loop"
~1
?(count _this == 3): goto "bigloop"
goto "nighttest"
 
 
 
#waittoactivate
~300
goto "[B][COLOR=#ff0000]nighttest[/COLOR][/B]"

mission.sqm for fogs ONLY FROM 7pm to 7am :
Code:
init="[this, 10000, 10000, 7, 19] exec ""fogs.sqs""";

mission.sqm for fogs ALL THE TIME :
Code:
init="[this, 10000, 10000] exec ""fogs.sqs""";

If you have set the hours for the night, it will recheck each 5 minutes (line 35)

I also have modified the radius on my server, set to 180, looks better for me. Hope it helps !
Result : http://imgur.com/a/PcONs
EDIT: last line its not : goto "bigloop" but goto "nighttest"

Hey im trying to get this to work on my server. When i had this init="[this, 10000, 10000, 7, 19] exec ""fogs.sqs"""; i couldnt connect to my server it just keeps saying "cant find scripts fogs.sqs" So i realised that you had spaces between the "," and the values so i closed the spaces for example
init="[this,10000,10000,7,19] exec ""fogs.sqs"""; This time i could connect but no fog? Any ideas please help ;)
 
Hey im trying to get this to work on my server. When i had this init="[this, 10000, 10000, 7, 19] exec ""fogs.sqs"""; i couldnt connect to my server it just keeps saying "cant find scripts fogs.sqs" So i realised that you had spaces between the "," and the values so i closed the spaces for example
init="[this,10000,10000,7,19] exec ""fogs.sqs"""; This time i could connect but no fog? Any ideas please help ;)
Did you delete the bold/color he tried to put around the night test in his code he placed? If thats not it try posting your init and mission files, i can look for errors
 
So, instead of just having that single fog spawn point in Stary Sobor, I placed a dozen or so spawns for the towns along the coast and tweaked a bit more. Just a friendly tip - setting a spawn for every town/landmark in Chernarus will slow server load times down to a crawl, and can impact gameplay negatively, depending on what other customizations you're running. But at least my fog kinda looks like fog now at a distance! :)

foguphill.png
 
Did you delete the bold/color he tried to put around the night test in his code he placed? If thats not it try posting your init and mission files, i can look for errors
Hey thanks for taking a look here is my pbo http://www.mediafire.com/?26ra6crl6f2mrlu

EDIT

Forgot to edit the coulor and the bold, looks really great when its flat but once its abit hilly or your in a helicopter there are small pockets, its okay i dont really mind it but what the best setting for when its flat and hills?
 
Please bear in mind the Deezit has named it fogS.sqs, with an S, whereas Andrew has named his fog.sqs. So make sure you use the same name in both the file name and in the mission.sqm.
 
Btw what colour correction are you using is their a thread? Never had it before but it looks cool like Wasteland/Apocalyptic
 
Btw what colour correction are you using is their a thread? Never had it before but it looks cool like Wasteland/Apocalyptic
I am using a wasteland style color scheme for my Fallout DayZ server. Currently trying to add a global sound message that plays through side chat or something...
 
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