BlendedFog: Difference between revisions
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This determines whether the 'fog' is blended ('yes') or dithered ('no'). These are two methods used by DirectX fog-table emulation to produce specific graphical effects. As far as I can tell, this is unused in Red Alert 2 as the 'Fog Of War' appears to have been disabled although FOG.SHP (the alpha-image used to create the fog) is still in the game files and referred to by the game code. | |name={{PAGENAME}} | ||
|files={{Categ|Rules(md).ini}} | |||
|values={{Values|bool}} | |||
|default=no | |||
|types={{categ|general}} | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
}} | |||
This determines whether the ''' 'fog' ''' is blended ''' ('yes') ''' or dithered ''' ('no') '''. These are two methods used by '''DirectX''' fog-table emulation to produce specific graphical effects. As far as I can tell, this is unused in [[Red Alert 2]] as the ''' 'Fog Of War' ''' appears to have been disabled although '''FOG.SHP''' (the alpha-image used to create the fog) is still in the game files and referred to by the game code. | |||
Revision as of 06:13, 2 February 2025
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| Flag: | BlendedFog |
| File(s): | Rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | general |
This determines whether the 'fog' is blended ('yes') or dithered ('no') . These are two methods used by DirectX fog-table emulation to produce specific graphical effects. As far as I can tell, this is unused in Red Alert 2 as the 'Fog Of War' appears to have been disabled although FOG.SHP (the alpha-image used to create the fog) is still in the game files and referred to by the game code.





