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[Trigger] Transparent Fog of War for better Alpha Tile effect?

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So, I imported a .shd file and removed all map shadows.

I set terrain fog to a million miles away and 0 density. I imported war3mapMics.txt files and tried to set fog of war to transparent but it is still there. If I disable it by trigger, everything looks perfect but then you can see all the units on the map - no good for melee.

What I want is a transparent fog of war that acts like FoW and hides units out of sight but does not put a shadow/fog on the map.

Here is the .txt file I have.

PHP:
[TerrainZFog]
//changed this original desity is 0.5
Style=0
Start=3000
End=5000
Density=0.0
Color=255,0,0,0

[MenuZFog]
//changed this original desity is 1
Style=0
Start=100
End=5500
Density=0.5 
Color=255,11,20,11

[TutorialZFog]
Style=0
Start=0
End=2000
Density=0.5
Color=255,0,51,77

[HumanZFog]
Style=0
Start=0
End=9000
Density=0.5
Color=255,77,77,51

[OrcZFog]
Style=0
Start=0
End=2950
Density=0.5
Color=255,77,51,0

[UndeadZFog]
Style=0
Start=0
End=8000
Density=0.5
Color=255,0,51,51

[NightElfZFog]
Style=0
Start=0
End=1600
Density=0.5
Color=255,51,77,128

[Terrain]
// terrain parameters

// Maximum slope in degrees, original=56 (86+ will disable slope limits)
MaxSlope=87

// Global height limits
// 0 = low ground, each cliff level = 128
MaxHeight=1536
MinHeight=-128

[FlyerMap]
// Radius, in pathing cells, to search for maximum height
MaximizeRadius=6
// Number of times to halve map size
SmoothLevels=3

[Sound]
Attenuation=3.0
MinDist=1200
MaxDist=20000
MusicFadeRate=16
MusicFadeInterval=500

[Light]
// Vector from light to world
Direction=0.3,0.3,-0.25

[SelectionCircle]
// Defines different textures to be used based on selection circle size.
// The Size## value defines the largest size which uses the given textures.
// Note that the last size does not need a Size## value since anything bigger
// than the next size down uses it.
NumSizes=3
Size00=100
Texture00=ReplaceableTextures\Selection\SelectionCircleSmall
TextureDotted00=ReplaceableTextures\Selection\SelectionCircleSmallDotted

Size01=300
Texture01=ReplaceableTextures\Selection\SelectionCircleMed
TextureDotted01=ReplaceableTextures\Selection\SelectionCircleMedDotted

Texture02=ReplaceableTextures\Selection\SelectionCircleLarge
TextureDotted02=ReplaceableTextures\Selection\SelectionCircleLargeDotted

// This value is multiplied by the SLK scale field to get the circle size
ScaleFactor=72

// This value is added to the selection circle height
// when on walkable doodads.
// Note: this is also applied to shadow images
ImageWalkableZOffset=15

// Colors
ColorFriend=255,0,255,0
ColorNeutral=255,255,255,0
ColorEnemy=255,255,0,0
AllyOffset=0.2

[Blight]
Texture=TerrainArt\Blight\Blight
PuffModel=Environment\BlightDoodad\BlightDoodad.mdl
PuffDuration=3000 // Duration of a puff, in milliseconds
PuffInterval=2500 // Interval between checks for new puffs, in milliseconds
PuffChance=0.7 // Chance for a vertex to create a puff (per interval), in percent

// Dirt Chance Table
// Specifies the chance (in percent) that a neighboring vertex will be changed to dirt
// when a vertex is blighted. Due to symmetry, only five unique values are needed
// for a 2 vertex radius. The the upper right quadrant of the table is:
//
// s2 sd d2
// s1 d1 sd
// cn s1 s2
//
// where 'cn' is the center vertex, 's' means "straight", 'd' means "diagonal".
// Note that the chance for 'cn' is always 100%, and not listed here.
//

DCT_s1=5
DCT_s2=10
DCT_sd=15
DCT_d1=5
DCT_d2=20

[Water]
// Depth-based colors
// The water plane is vertex colored based on the water "depth": the distance
// from the water plane to the ground. These values define the colors for two
// distinct ranges: "shallow" (MinDepth to DeepLevel) and "deep" (DeepLevel to MaxDepth).
// where the color is found by interpolating between the corresponding colors given
// in TerrainArt/Water.slk.
//

MinDepth=10
DeepLevel=64
MaxDepth=72

// DeepLevelPathing defines the depth below which water
// is considered "deep" for pathing and placement rules.

DeepLevelPathing=52

// WavesDepth defines the depth that terrain vertices need to be below the
// water before they will be considered "under" water for wave generation

WavesDepth=25

[FogOfWar]
Density=0.0
FoggedTerrain=170,16,16,32
BlackMaskedTerrain=255,0,0,0
DarkMaskedTerrain=230,0,0,0
BoundaryTerrain=230,0,0,0
FoggedBoundaryTerrain=170,16,16,32
FoggedObject=255,64,64,96
BlackMaskedObject=255,0,0,0
DarkMaskedObject=255,32,32,48
BoundaryObject=255,0,0,0
FoggedBoundaryObject=255,64,64,96
ShadowImageColor=170,0,0,0

FogColorPlayer=255,255,255,255
FogColorAlly=255,255,255,0
FogColorEnemy=255,255,0,0
FogColorResource=255,32,128,128
FogColorItem=255,240,240,0
FogColorHero=255,255,255,128
FogColorDestructable=255,0,160,128
FogColorCreepAllied=255,255,120,0
FogColorBlackMaskAlpha=0
FogColorDarkMaskAlpha=40
FogColorFogMaskAlpha=128
FogColorVisibleAlpha=255
FogColorBlightMask=0,63,63,64

Check the attached image to see what it looks like now.

What I'm trying to do is remove the shadow in the upper right corner, but not disable fog of war entirely.
 

Attachments

  • FogIssue.jpg
    FogIssue.jpg
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Last edited:
You can find the model in my map - HERE. It's a model and the only other place I can find it is in Whirlwind Citadels, but that is a different ground image.

The reason I posted it here is because I think it might be something you can trigger. I've never used the terraining forum. Either-way, this is a trigger or script question, I think.
 
Last edited:
Do you mean "create visibility modifier in region" ? That doesn't work. First off, it will reveal the region and you will see the enemy in it. Second, that's a lot of regions and it will slow the map down. As I said above, disabling Fog of War fixes the visual issue but then ruins the melee game play. I'm looking for an alternative solution. Thanks though +rep!
 
Do you mean "create visibility modifier in region" ? That doesn't work. First off, it will reveal the region and you will see the enemy in it. Second, that's a lot of regions and it will slow the map down. As I said above, disabling Fog of War fixes the visual issue but then ruins the melee game play. I'm looking for an alternative solution. Thanks though +rep!

What is the problem with the fog revealing the terrain height there anyway?
 
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