Fox, on 30 March 2018 - 11:47 PM, said:
http://wiki.eduke32.com/wiki/Fogpal
Note for Gambini:
So it would require an effect sprite similar to an SE that specifies what the fogpal is for that particular sector. For example, you could set pal 0 to cause white fog instead of the default black fog -- then you just set visibility to determine how strong the fog is.
The code would not be complicated and I could add this pretty easily. All it has to do is read values off the effect sprite at map load time and apply them to the fogpal struct. EDIT: At least that's my understanding of how it would work -- the wiki link for the sector struct actually goes to the entry for the def command...