Modme Forums

Ignore volume_litfog

Game Modding | Call of Duty: Black Ops 3 | Radiant


xdferpc:

As it says in the title ,All the volume_litfog i put , in the radiant
when it comes to testing it in the game, it ignores me



In radiant :



In game:


when I compile:


G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\/gdtdb/gdtdb.exe /update

gdtDB: updating

processed (0 GDTs) (0 assets) in 13.335 sec

gdtDB: successfully updated database.

G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\cod2map64.exe -platform pc -navmesh -navvolume -loadFrom G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_zelda_sword.map G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_sword.d3dbsp

main: Enter

FPU Precision set to 64 bits
CoD2Map: T7
Build Changelist: 3017537
Build Machine: CODBUILD8-764
---- cod2map ----
navmesh = true
navvolume = full generation
----- FS_Startup -----

Current search path:
G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\devraw
G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata
G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\devraw
G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\raw
G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw
G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\discdata
G:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata
G:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\devraw
G:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\raw
G:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\discdata
G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\main
G:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\main
G:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\players
G:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\zone
G:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\local_storage
G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\english
----------------------
Connected to data signature database
Loading map file G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_sword.map

Layer '000_Global/No Comp' ignored

reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals.

restricting BSP to sky brushes

**********************

******* leaked *******
**********************


================================

WROTE BSP LEAKFILE: G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_sword.lin

================================


finding triangle windings...

assigning primary lights...

splitting windings into lightable areas...
coalescing coincident windings...

removing occluded winding fragments...
finding sun shadow casters...
splitting large windings...
merging into concave windings...

fixing t-junctions...

tethering holes to their concave windings...

finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...

0 vertices couldn't be merged because the textures point different ways

emitting cells and portals...

building curve/terrain collision...

Adding brush neighbor bevels...

Removing redundant brush collision planes...
removed 0 brush sides
elapsed time 0 seconds
Finished processing world entity


Umbra Visibility Groups: 1 groups

<worldvisgroup> 0


Umbra Tome Triggers: 0 total



UMBRA smallest_occluder=72.000 small_hole=4.000
begin navmesh generation...

removed 0 duplicate triangles from set of 6796 - 0.0 seconds
generating Nav Mesh ...
Removing tiny boundary edges...


done - 0.3 seconds
WARNING: NavVolume generation is skipped. Flying units might not behave correctly. This might be due to there is no nav_volume brush in the level, or the generation is skipped purposely by skipping -navvolume option.

W
riting G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_sword_navmesh.hkt
Writing G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_sword_navvolume.hkt
Writing G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_sword.d3dbsp
5 seconds elapsed
main: 4.72027 secs

G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\/bin/linker_modtools.exe -language english -modsource zm_sword




In this part :
I
gnoring empty brush model entity
Map G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_sword.map entity 21
Ignoring empty brush model entity
Map G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_sword.map entity 23

Ignoring empty brush model entity
Map G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_sword.map entity 67

Ignoring empty brush model entity
Map G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_sword.map entity 68

Ignoring empty brush model entity
Map G:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_sword.map entity 180
splitting up large himip volumes...
surfCount went from 8 to 8


I'm going to my mapname.map
// entity 68
{
guid "{E3B32093-8C74-11E9-AC55-1C1B0D96B833}"
"classname" "volume_litfog"
"ambientColor" "0 0.8863 0.7507"
"ambientIntensity" "2"
"fsi_1" "zm_factory_volumetric"
"AUTO_PRIORITY" "1"
"BANK_1" "1"
"ENABLE_LIGHTS" "1"
"ENABLE_SUN" "1"
"LIGHTSTATE_1" "1"
"LIGHTSTATE_2" "1"
"LIGHTSTATE_3" "1"
"LIGHTSTATE_4" "1"
"fogtime" "1"
"fsi" "default"
"fsi_2" "default"
"fsi_3" "default"
"fsi_4" "default"
"spawnflags" "63585"
// brush 0
{
guid "{E3B3208E-8C74-11E9-AC55-1C1B0D96B833}"
( 1578 1601 0 ) ( -1565 1601 0 ) ( -1565 -1578 0 ) litfog_volume 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -1714 -1578 597 ) ( -1714 1601 597 ) ( 1429 1601 597 ) litfog_volume 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -1583 -1705 1 ) ( 1560 -1705 1 ) ( 1560 -1705 0 ) litfog_volume 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 2069 -1523 1 ) ( 2069 1656 1 ) ( 2069 1656 0 ) litfog_volume 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 1578 1601 1 ) ( -1565 1601 1 ) ( -1565 1601 0 ) litfog_volume 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -1565 1601 1 ) ( -1565 -1578 1 ) ( -1565 -1578 0 ) litfog_volume 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}



Before it worked well,I do not know where this fault comes from


Spiki:

Do you have volumetric lighting on in settings?


xdferpc:

Thanks, it works ,I did not remember that I had disabled it


xdferpc:

to part, there is some way for the player to have to activate obligatorily volumetric lighting to play my map ?


Scobalula:

to part, there is some way for the player to have to activate obligatorily volumetric lighting to play my map ?


I would advise against forcing graphical settings on people, especially volumetrics, as it can be very taxing on some systems.


AnUncleanHippy:

to part, there is some way for the player to have to activate obligatorily volumetric lighting to play my map ?


You're just gonna have to bite the bullet and put some physical end to your map. You can't rely on fog to fade your map out.


VerK0:

You can achieve the desired effect with worldfog. Players can't disable worldfog, check my lighting tutorial series.