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Fog of War #426341
07/21/13 16:18
07/21/13 16:18
Joined: Jul 2013
Posts: 3
Berlin
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berlinstar79 Offline OP
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berlinstar79  Offline OP
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Berlin
Hi Everyone,
im pretty new to the gamemaking world. My Controls and views are working fine and i have read a lot.

I could not finde anything on the topic how to create a "fog of war" effect for a isometric view, like in strategie games. Uncovering the terrain from black to lighted viewed Terrain and to grayed terrain when the entety leavs the area it was in.

I'm thinking a combination of fog and sprites. But maybe there is a smarter way and I would be very thankfull if somebody could point me in the right direction.

Thank you all in advance!

Re: Fog of War [Re: berlinstar79] #426343
07/21/13 16:27
07/21/13 16:27
Joined: Apr 2005
Posts: 274
austria
Ascalon Offline
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Ascalon  Offline
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austria
do you plan the game on base of a grid like a quads- or hex-fields ?


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Re: Fog of War [Re: Ascalon] #426344
07/21/13 16:54
07/21/13 16:54
Joined: Jul 2013
Posts: 3
Berlin
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berlinstar79 Offline OP
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Berlin
For the buildings there is a grid for where they can be build. That is a square based grid where different Buildgs take up a different amount of n x m squares. But the Enteties and there view radius move absolutely freely.

Re: Fog of War [Re: berlinstar79] #426347
07/21/13 17:06
07/21/13 17:06
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
there was a long time ago a very simple rts example with fow, I don't remember how it worked. maybe you could also use a panel covering the full screen, and adjust its transparency pixel by pixel depending on the actual area below it (but maybe it would be slow).


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Re: Fog of War [Re: sivan] #426350
07/21/13 17:16
07/21/13 17:16

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Malice
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Wasn't this covered in the AUM? But very old now I think. AUM 43 beginners corner - old but might give you some ideas.

I like Sivan's you just have to shift the alpha spots around when the camera moves till they are off screen. Maybe you could use the view instructions to actually black out parts of the camera-view-panel like a post-processing effect, but I know little about that.

Last edited by Malice; 07/21/13 17:29.
Re: Fog of War [Re: ] #426352
07/21/13 19:14
07/21/13 19:14
Joined: Jul 2013
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Berlin
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berlinstar79 Offline OP
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berlinstar79  Offline OP
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Berlin
Thank You Malice,
it was covered in AUM 43 Beginners Corner. They use a sprite grid on the ground and wor the alpha chanel of the sprites.

I'm gone try to aply that and translate it to the "new" light c language.

Is there a certain place where I should post or place my results?

Thanks again!

Re: Fog of War [Re: berlinstar79] #426353
07/21/13 19:51
07/21/13 19:51
Joined: Mar 2011
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Budapest
sivan Offline
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sivan  Offline
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you can do it at Projects, or User Resources or Lite-C Contributions. good luck laugh


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Re: Fog of War [Re: sivan] #426508
07/24/13 06:29
07/24/13 06:29
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

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http://www.rp-interactive.nl/ws/wshops.html command and conquer workshop covers a fog of far system.


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Re: Fog of War [Re: rayp] #426509
07/24/13 06:34
07/24/13 06:34
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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yes, I thought of it!


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