Post: Removing fog on TranZit
10-16-2015, 06:13 PM #1
BullyWiiPlaza
Climbing up the ladder
(adsbygoogle = window.adsbygoogle || []).push({}); What's the script for removing the fog on TranZit?

It seems like zm_transit.gsc doesn't give any hints on how the fog is handled so does anyone know? Smile

    disableFog()
{
self endon("disconnect");
level endon("game_ended");

while(1)
{
level._effect["fx_zmb_fog_closet"] = undefined;
level._effect["fx_zmb_fog_lit_200"] = undefined;
level._effect["fx_zmb_fog_light_600x600"] = undefined;
level._effect["fx_zmb_fog_low_300x300"] = undefined;
level._effect["fx_zmb_fog_thick_600x600"] = undefined;
level._effect["fx_zmb_fog_thick_1200x600"] = undefined;
level._effect["fx_zmb_fog_transition_600x600"] = undefined;
level._effect["fx_zmb_fog_transition_1200x600"] = undefined;
level._effect["fx_zmb_fog_transition_right_border"] = undefined;
level._effect["fx_fog_ground_rising_md"] = undefined;
level._effect["fx_fog_rolling_ground_md"] = undefined;
level._effect["fx_fog_large_slow"] = undefined;
level._effect["fx_fog_lit_overhead"] = undefined;
level._effect["fx_zbus_fog_barrier"] = undefined;

setDvar("scr_fog_disable", "1");
setDvar("r_fog_disable", "1" );
setDvar("r_fog", "0");
setDvar("r_fogOpacity", "0");
setDvar("r_fogSunOpacity", "0");

setCullDist(0);

wait 0.1;
}
}


Doesn't work.

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10-16-2015, 06:49 PM #2
-Numb
You talkin to me?
Originally posted by BullyWiiPlaza View Post
What's the script for removing the fog on TranZit?

It seems like zm_transit.gsc doesn't give any hints on how the fog is handled so does anyone know? Smile

    disableFog()
{
self endon("disconnect");
level endon("game_ended");

while(1)
{
setdvar("scr_fog_disable", "1");
setdvar("r_fog_disable", "1" );

wait 0.1;
}
}


Doesn't work.


I remember that i used only r_fog in the mw2 days and not the _disable behind.. You could try that instead. setdvar("r_fog", "0" );
also I don't think it needs a loop, you can just set dvars in the init or something and they will stay out the game.
10-16-2015, 06:59 PM #3
BullyWiiPlaza
Climbing up the ladder
Originally posted by Numb View Post
I remember that i used only r_fog in the mw2 days and not the _disable behind.. You could try that instead. setdvar("r_fog", "0" );
also I don't think it needs a loop, you can just set dvars in the init or something and they will stay out the game.

Nope, nothing happens
10-17-2015, 06:55 PM #4
BullyWiiPlaza
Climbing up the ladder
Bump! How can the fog be removed? I took a look at the zm_transit_fx.gsc file as well and disabled all fog fx effects by setting them undefined but still nothing happens! See first post for code.
10-18-2015, 11:44 PM #5
dtx12
Do a barrel roll!
Not sure if it's possible with gsc, but you may patch call to R_SetFrameFog in executable to get rid of fog(if I remember correctly)

The following user thanked dtx12 for this useful post:

BullyWiiPlaza
10-19-2015, 01:12 AM #6
BullyWiiPlaza
Climbing up the ladder
Originally posted by dtx12 View Post
Not sure if it's possible with gsc, but you may patch call to R_SetFrameFog in executable to get rid of fog(if I remember correctly)

Thank you for checking by, Sir!

How would I go about finding the call to this function in the executable or memory? Reverse engineering?

Another question is if my attempt at removing the fx effects above was correct or non-sense in theory (setting them undefined).

If I'm not mistaken, the fog might be a client-sided thing though. This means that I could never disable the fog for the other players in the lobby but I wanted to. :/
A comment in zm_transit_fx.csc says:
    // description: clientside fx script for mp_zombie_temp: setup, special fx functions, etc.

The fx definitions for fog related things are as follows:
      level._effect["fx_zmb_fog_closet"] 		               = loadfx("fog/fx_zmb_fog_closet");			
level._effect["fx_zmb_fog_lit_200"] = loadfx("fog/fx_zmb_fog_lit_200");
level._effect["fx_zmb_fog_light_600x600"] = loadfx("fog/fx_zmb_fog_light_600x600");
level._effect["fx_zmb_fog_low_300x300"] = loadfx("fog/fx_zmb_fog_low_300x300");
level._effect["fx_zmb_fog_thick_600x600"] = loadfx("fog/fx_zmb_fog_thick_600x600");
level._effect["fx_zmb_fog_thick_1200x600"] = loadfx("fog/fx_zmb_fog_thick_1200x600");
level._effect["fx_zmb_fog_transition_600x600"] = loadfx("fog/fx_zmb_fog_transition_600x600");
level._effect["fx_zmb_fog_transition_1200x600"] = loadfx("fog/fx_zmb_fog_transition_1200x600");
level._effect["fx_zmb_fog_transition_right_border"] = loadfx("fog/fx_zmb_fog_transition_right_border");
level._effect["fx_zmb_tranzit_smk_interior_md"] = loadfx("maps/zombie/fx_zmb_tranzit_smk_interior_md");
level._effect["fx_zmb_tranzit_smk_interior_heavy"] = loadfx("maps/zombie/fx_zmb_tranzit_smk_interior_heavy");
level._effect["fx_zmb_ash_ember_1000x1000"] = loadfx("maps/zombie/fx_zmb_ash_ember_1000x1000");
level._effect["fx_zmb_ash_ember_2000x1000"] = loadfx("maps/zombie/fx_zmb_ash_ember_2000x1000");
level._effect["fx_zmb_ash_rising_md"] = loadfx("maps/zombie/fx_zmb_ash_rising_md");
level._effect["fx_zmb_ash_windy_heavy_sm"] = loadfx("maps/zombie/fx_zmb_ash_windy_heavy_sm");
level._effect["fx_zmb_ash_windy_heavy_md"] = loadfx("maps/zombie/fx_zmb_ash_windy_heavy_md");

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