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Fooflexible's Cosmetic fog tutorial

Hate to say it, but if you're not willing to put in the 30 minutes (max) to add in a cosmetic fog like this and make your room look about a million times better, it doesn't say a lot for your project.

I think this looks like a really cool way to do lighting effects. I'm a bit fuzzy on how to animate it, but I'll play with it more later.

Edit:
Sorry for gravedigging this. I linked to it from a recent topic, and didn't pay attention to dates.
 
The demo link is broke and I can't figure out how to make this for oversized maps! All my city maps are over 100x100 so I'd really like to know because this concept is amazing.

EDIT: I did not check to see that this topic was necroposted. I apologize for adding to it.
 
I wouldn't consider a message ina tutorial thread a bump. As it's always here to help people and others can add to it.

I havent done it for months, but if I remember just take the screenshot of the level in the editor with no grid lines. Then paste that Photoshop and resize it so it is 640 x 480, the standard screen size. Now just paint the fog as normal. When you insert it into a game, you have to multiply the fog by the amount the level is multiplied from the default size. So if a default map is 20 x 20 for example, times it 500% and it will display correctly on a 100 x 100 map. If it isnt exactly 500% experiement by adding and descreasing it a bit and get it exactly right through trial and error. I would look at my fogs in my game but my PC is busted atm.
 
That is a very good idea calibre, but my problems come from not being able to take a screenshot of my map (because it's too big) but I guess I'll just have to do it the old fashion way and just put it back together in photoshop. Thanks!
 
ama55, you take a picture of the map in the editor, crop it so its just the map, and then convert that image to be 480 x 640, so it effectively becomes a screenshot.
 

CERU

Member

I've been putting a lot of thought into this recently, and cosmetic fogs might be the next step i take in a certain, unnamed game.

But actually, the best way to do this might be using a script based on terrain tags. This way, large, indoor locations (long hallways, etc) could have smart shading. But I'm not sure if this is possible. Maybe I should learn RGSS.
 

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