At the moment I am not worried about the fog, but more about how to make such a view that would cover the place where the fog is, for example, with a black screen and only the visible place would be in front of me
Maybe a part that resemble fog welded to humanoidrootpart and placed behind the character?
If you’re comfortable with math you could probably implement a grid system and then based on the FOV calculate the points inside of the FOV triangle and make those grids invisible
What I would do, is make everything really dark and use a spotlight or a surface light as the vision.
I found a post on stack overflow: algorithm - How to determine if a point is in a 2D triangle? - Stack Overflow
i can write up some code to demonstrate but basically you want to use two parts, rectangles, that overlap, and position them at 45’s from the player
example:
you can also do this with UI (and i’d suggest it)
An example would be helpful because I’m not sure I’m sure what you mean
I can’t do it that way, because you will see the player even if it is very very dark, so I would like to make a special triangle like in the picture, to enter my own values of what should happen in them, etc.
I used particles but it just would not work on low end devices
That’s exactly the kind of thing you had in mind
That’s why I want to do away with particles, so that there is no advantage for weaker equipment
So here is what I did:
Create A Part with a flashlight in it. Part must be anchored and uncollidable (and invisible)
SpotLight Settings:
Angle: 120
Brightness: 20
Range: 60
Shadows: Disabled
Lighting Changed Settings:
Ambient: 0, 0, 0
Brightness: 0
EnvironmentDiffuseScale: 0
EnvironmentSpecularScale: 0
OutdoorAmbient: 0,0,0
Technology: Future
and this is the script i used
local player = game:GetService("Players").LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local hRP = character:WaitForChild("HumanoidRootPart")
local camera = workspace.CurrentCamera
local fl = game.ReplicatedStorage:WaitForChild("fl")
local flashlight = fl:Clone()
flashlight.Parent = hRP
camera.CameraType = Enum.CameraType.Scriptable
local mouse = player:GetMouse()
game:GetService("RunService").RenderStepped:Connect(function()
local characterpos = character:GetPivot().Position
character:SetPrimaryPartCFrame(CFrame.new(hRP.CFrame.Position, Vector3.new(mouse.Hit.Position.X, hRP.CFrame.Position.Y, mouse.Hit.Position.Z)))
local Distance = math.clamp((camera.CFrame.Position - characterpos).Magnitude, 20, 20)
camera.CFrame = CFrame.lookAt(characterpos + Vector3.new(0, Distance, 0.5), characterpos)
flashlight.CFrame = hRP.CFrame * CFrame.new(0, 0, 2)-- offset
end)
just replace camera script if you have to.
As @InfiniteYield said, a solid GUI on screen Make it look liek a solid fog background with a clear triangle cut out and blurred edges between the solid and clear sections.
Put the GUI on screen and center it to the player’s Position. figure out where the player is pointing on screen and rotate the GUI.
The other option is if the camera is alway directly above the player then place a SurfaceGUI or decal on a Transparent Part with the same wedge shaped fog image. Position it in the workspace so it’s directly above the player, or even weld it to the player make it a small Part with a BlockMesh in it to make the fog extend off the screen so the edges are never visible.
Roblox doesn’t have custom shader support, so your options are:
- Using a GUI that looks like fog (simple and performant, but not 3D)
- Using parts in the same way as a GUI (simple, performant, not really 3D)
- Using particles to make fog (not performant, but 3D)
- Using darkness and a spot light (performant, 3D, though maybe limited visual customization*)
* Normally the darkness would be black, though there might be lighting settings or post processing Instances to change the color of the darkness to make it look like misty lighter fog
The respective posts are the solutions. There aren’t other ways to do this (besides beams or semi-transparent meshes and other overly complicated, equally or less functional solutions than the ones above).
did you know you can use negative lighting in future? it will make anything it touches completely black. this could work, although it is bad quality.
he means use ui that looks like fog, and make it go around the player. this is unreliable, however.
It would also work to have everything dark to start then use a spot light in the forward direction.
That is actually super cool though.
ik, but the spotlight could easily not work. for one thing, it could lag and make the player walk into it. same for my idea though.