- Joined
- Feb 22, 2025
- Messages
- 315
I’m working on a campaign map using a large-scale custom Lordaeron model (WoW port used as a doodad).
After optimizing performance (switching from a BFA version to a lighter WotLK version), I’ve run into a visibility limitation related to Fog of War.
Because the model is very large and spans a significant portion of the map, I’m observing the following behavior:
What I’m trying to achieve:
Questions:
Here is the model revealed by circle of visibility on the model's placement location, then following the Hero's LOS
Here is the model not revealed by visibility circle but part of it revealed by Hero's LOS
And lastly, here is the model revealed via VC but portion of it in complete FOW
After optimizing performance (switching from a BFA version to a lighter WotLK version), I’ve run into a visibility limitation related to Fog of War.
Because the model is very large and spans a significant portion of the map, I’m observing the following behavior:
- Parts of the model remain visible even when they should be hidden by Fog of War
- Fog of War seems to apply to the model as a whole rather than per visible portion
- This creates visual inconsistencies where distant sections “bleed through” fog
What I’m trying to achieve:
- When a player reveals part of the city, only that portion should be visible
- The rest should remain hidden in fog naturally
Questions:
- Is partial Fog of War interaction for a single large doodad even possible, or is it strictly limited by the engine?
- Would splitting the model into multiple destructibles/doodads be the only reliable solution for proper visibility control?
- Are there any known workarounds (e.g. region-based visibility, dummy vision sources, masking techniques) that can approximate partial reveal without fully restructuring the model?



