MapFog.xml
One file sets how every map looks: distance fog, sun tint, contact shadows, colour grade, glow, the day/night cycle and weather (rain, storms with lightning, snow, blizzard, fog).
Everything here is client-side and visual only. It changes nothing on the server: no stats, no drops, no damage.
File Location#
<client folder>\Data\Local\MapFog.xml
- Plain XML, not encoded. No ConfigEncoder run is needed.
- It ships with the client. Players get your edits through the normal launcher update.
AxiomConfigEditor.exe(inTools\ConfigEncoder\) edits it in a form with the limits checked. See ConfigEncoder.
Seeing changes: edit the file, then type $weather reload in game chat. The file is read again on the spot. A client restart also works.
Dependencies#
| Depends on | What it means |
|---|---|
ClientConfig.xml <PostProcessing> | Global switches. EnableFog, EnableSSAO, EnableBloom decide whether fog, contact shadows and glow exist at all. Fog_DensityScale multiplies every map's Density. |
| Player graphics options (World tab) | Each player can turn off: Atmosphere (fog), Contact Shadows, Enhanced Colors (grade), Glow (bloom), Weather. The day/night cycle cannot be turned off by players. |
| PC clock | Day/night and weather are worked out from the UTC clock, so every player sees the same time of day and the same weather with no server packet. A player whose PC clock is wrong sees a different time. |
Structure#
<MapFog Enable="1">
<Default Density="0.9" ... DayLight="1.0" NightLight="0.5" DayLength="1440" DayOffset="180" />
<Map Index="0" Name="Lorencia" Color="146,160,112" Weather="rain,storm" WeatherChance="0.25" />
<Map Index="1" Name="Dungeon" DayLight="0.8" NightLight="0.8" />
</MapFog>
| Element | Meaning |
|---|---|
<MapFog Enable> | 0 turns post-process fog off on every map. Grade, glow, day/night and weather keep working. |
<Default> | Values for every map. |
<Map Index="N"> | Override for map number N (0-127). Anything it does not state comes from <Default>. |
Name | Label for you. The client ignores it. |
Every attribute is optional. Only write what you want to change: a <Map> row with one attribute still inherits all the others.
Map numbers
| Index | Map | Index | Map |
|---|---|---|---|
| 0 | Lorencia | 33 | Aida |
| 1 | Dungeon | 34 / 35 | Crywolf |
| 2 | Devias | 37 / 38 | Kanturu 1 / 2 |
| 3 | Noria | 39 | Kanturu Relics |
| 4 | Lost Tower | 41 / 42 | Barracks / Refuge |
| 6 | Arena | 45-50 | Illusion Temple |
| 7 | Atlans | 51 | Elbeland |
| 8 | Tarkan | 56 | Swamp of Calmness |
| 9 | Devil Square | 57 / 58 | Raklion / Raklion boss |
| 10 | Icarus | 62 | Santa Village |
| 11-17 | Blood Castle 1-7 | 63 | Vulcanus |
| 18-23 | Chaos Castle 1-6 | 64 | Duel Arena |
| 24-29, 36 | Kalima 1-7 | 65-68 | Doppelganger |
| 30 | Valley of Loren (Castle Siege) | 69-72 | Imperial Guardian |
| 31 | Land of Trials | 79 | Loren Market |
| 80 / 81 | Karutan 1 / 2 |
Configuration Sections#
"Shipped" is the value in the <Default> row of the file that comes with the client. Values outside the range are clamped.
Fog#
Distance fog that is thicker low down and thinner on high ground.
| Attribute | Shipped | Range | What it does |
|---|---|---|---|
Enable | 1 | 0 / 1 | 0 = no fog on this map. Grade, glow, day/night and weather still apply. |
Color | 120,136,148 | R,G,B 0-255 | Fog colour. Fully used only when AutoColor is 0. |
AutoColor | 0.45 | 0-1 | 0 = use Color. 1 = follow the zone's own dominant colour. |
DominantBias | 0.15 | 0-4 | How the zone colour is picked: 0 = strongest hue wins, higher = plain average. Lower it if the fog looks washed out. |
Saturation | 1.0 | 0-4 | Saturation of the picked zone colour. |
Brightness | 1.05 | 0.1-3 | Brightness of the picked zone colour. |
Density | 0.9 | 0+ | Overall fog strength. Multiplied by Fog_DensityScale from ClientConfig.xml. |
HeightFalloff | 0.0015 | 0.00001+ | How hard fog hugs the ground. Larger = thin fog layer near the floor. |
BaseHeight | 0 | any | Ground height where fog is at full strength. |
MaxOpacity | 0.65 | 0-1 | Ceiling, so far-away things never vanish fully. |
SkyOpacity | 0 | 0-1 | Fog over empty void (map edges). 1 = void becomes fog. |
StartDistance | 300 | 0+ | Clear radius around the character, in world units (1 tile = 100). |
AmbientTint | 0.12 | 0-1 | Light tint at every distance, so the zone feels wrapped in its air. Raise it if fog only shows at the horizon. |
Sun glow in the fog#
| Attribute | Shipped | Range | What it does |
|---|---|---|---|
SunColor | 255,224,170 | R,G,B | Colour the fog bends toward on the sun side. |
SunAzimuth | 135 | 0-360 | Compass direction of that glow. Does not move shadows. |
SunElevation | 26 | -90 to 90 | Height of the glow above the horizon. |
SunExponent | 8 | 0.01+ | Higher = smaller, tighter glow. |
SunAmount | 0.45 | 0-1 | How strongly fog takes the sun colour. |
Contact shadows#
Short soft shadows where objects and characters meet the ground. Needs EnableSSAO in ClientConfig.xml and the player's Contact Shadows option.
| Attribute | Shipped | Range | What it does |
|---|---|---|---|
ContactShadows | 1 | 0 / 1 | 0 = off on this map. |
ContactShadowStrength | 0.45 | 0-1 | Darkness of a full shadow. |
ContactShadowLength | 220 | 10-1000 | How far shadows reach. Longer = taller shadows, more edge artefacts. |
ContactShadowThickness | 90 | 5+ | Assumed object thickness. Too low = gaps; too high = dark halos behind characters. |
LightAzimuth | -1 | -1, 0-360 | Direction light comes from. -1 = match the character blob shadows (recommended). |
LightElevation | -1 | -1, 0-89 | Height of that light. -1 = match the blob shadows. |
Colour grade#
Final look of the whole picture. Works even when the map's fog is off. The HUD is never affected. Players switch it with Enhanced Colors.
| Attribute | Shipped | Range | What it does |
|---|---|---|---|
Grade | 1 | 0 / 1 | 0 = leave this map ungraded. |
GradeSharpen | 0.5 | 0-1 | Brings back texture detail softened by anti-aliasing. 0.4-0.7 is the useful range. |
GradeContrast | 1.08 | 0.5-2 | 1 = unchanged. 1.05-1.15 adds depth; higher crushes dark areas. |
GradeSaturation | 1.12 | 0-2 | 1 = unchanged, 0 = grey. 1.3+ looks cartoonish. |
GradeWarmth | 0.3 | -1 to 1 | -1 cold blue, 0 neutral, 1 warm orange. Snow maps negative, deserts and lava positive. |
GradeVignette | 0.22 | 0-1 | Darkens screen corners. 0.15-0.3. |
Bloom | 1.0 | 0-3 | Glow strength on this map (times Bloom_Intensity). Lower on bright maps (snow, sky), higher in dark interiors. 0 = no glow. |
Day / night#
The scene gets darker at night: ground, buildings, trees, characters, monsters, NPCs. Spells, glows, torches, lamps, lightning and the UI keep full brightness, so they stand out in the dark.
| Attribute | Shipped | Range | What it does |
|---|---|---|---|
DayLight | 1.0 | 0.1-2 | Brightness at noon. 1 = original game brightness. |
NightLight | 0.5 | 0.1-2 | Brightness at midnight. 0.5 = twice as dark. Set it equal to DayLight to switch the cycle off on that map (and give it a fixed brightness). |
DayLength | 1440 | 10+ minutes | Length of one full day. 1440 = real 24-hour day. Shorter, e.g. 120 = day and night every 2 hours. |
DayOffset | 180 | minutes | Your server's timezone as minutes from UTC, so noon is real noon: UTC+3 = 180, UTC+2 = 120, UTC-5 = -300. |
What players see:
- Night: the shipped value is half brightness with a slight blue moonlight tint. Fog gets cooler and glows a little stronger.
- Sunrise / sunset: a smooth change with a warm orange tint, each taking about 10% of
DayLength. On a 24-hour day that is about 2.5 hours around 06:00 and 18:00; full night is roughly 19:00-05:00. - Day: unchanged from the original look.
Weather#
| Attribute | Shipped | Range | What it does |
|---|---|---|---|
Weather | (empty) | list | What can happen on this map, comma separated: rain, storm, snow, blizzard, fog. Empty = never. |
WeatherChance | 0.3 | 0-1 | Share of time some weather is active. 0.25 = about one slot in four. |
WeatherLength | 600 | 60+ seconds | Length of one weather slot. Each slot is either clear or one type from the list, picked at random. |
| Type | What players see and hear |
|---|---|
rain | Rain streaks and splash rings, slightly darker and greyer world, thicker fog, rain sound. |
storm | Heavier rain, darker world, plus lightning every 5-20 seconds. A strike lights up the whole scene (player, monsters, ground), hits the ground away from the player, and thunder follows from that direction. Some flashes are distant sheet lightning with a far rumble. |
snow | Gentle snowfall, light white fog, cooler colours. |
blizzard | Dense wind-driven snow, thick white fog, wind sound. |
fog | Thick fog only. |
- Changes fade in and out over about 15-20 seconds. Entering a map during weather shows it at full strength straight away.
- Players can switch weather off with the Weather checkbox in graphics options (World tab).
- Weather only thickens fog that exists. On a map with fog off (
Enable="0"), or for a player with Atmosphere off,fogweather shows nothing and rain/snow add no fog. - Lightning is never darkened by night, so storms at night look strongest.
Important Behavior#
- Same for everyone, no server work. Time of day and weather come from a hash of the map number and the UTC clock. Every client gets the same answer, so players standing together see the same rain and the same night.
- Inheritance. A
<Map>row copies<Default>first, then applies its own attributes. Changing<Default>changes every map that does not override that attribute. - Night and fog together. Fog colours are darkened with the night light, so fog never glows against a dark world. Maps that use
AutoColorfollow the darker scene by themselves. - Valley of Loren (30) ships with
Enable="0": Castle Siege draws its own fog. Turning MapFog fog on there doubles it. - Vanilla weather stays. Devias snow, Icarus rain, Lorencia leaves and the event-map effects still play. MapFog weather is added on top: for example,
blizzardon Devias adds a storm to its normal snow.
Testing commands#
Type these in game chat. They only change what you see, until you switch back or relog.
| Command | Effect |
|---|---|
$weather rain / storm / snow / blizzard / fog | Force that weather now. A storm strikes within a second. |
$weather off | Force clear weather. |
$weather auto | Back to the scheduled weather. |
$weather reload | Re-read MapFog.xml without restarting. |
$time 22 | Jump to 22:00 (any hour 0-24, decimals allowed: $time 18.2 is mid-sunset). |
$time auto | Back to the real clock. |
Examples#
<Default ... DayLight="1.0" NightLight="0.5" DayLength="1440" DayOffset="120" />
Noon at 12:00 server time, midnight at 00:00.
<Default ... DayLength="120" />
A full day and night every 2 hours, whatever the real time.
<Map Index="1" Name="Dungeon" DayLight="0.8" NightLight="0.8" />
<Map Index="4" Name="LostTower" DayLight="0.8" NightLight="0.8" />
Equal values = no cycle; the map keeps a fixed 0.8 brightness.
<Map Index="56" Name="SwampOfCalmness" Weather="rain,storm,fog" WeatherChance="0.5" WeatherLength="900" />
Weather half of the time, in 15-minute slots.
<Default ... NightLight="0.7" />
Night is 30% darker instead of 50%.
Common Issues#
| Problem | Check |
|---|---|
| No fog at all | EnableFog in ClientConfig.xml, the player's Atmosphere option, <MapFog Enable="1">, the map's Enable. |
| Weather never shows | The map needs a Weather list and WeatherChance above 0. The player's Weather option must be on. Test with $weather storm. |
| Two players see different weather or time | One PC clock is wrong. Both are worked out from the PC's UTC time. |
| Night too dark on an indoor map | Set DayLight and NightLight equal on that map, or raise NightLight. |
| Edits do nothing | Edit the file in the client folder players actually use, then $weather reload. Check MuError.log for MapFog - lines (bad index, parse error). |
| Fog looks washed out | Lower AutoColor to trust Color more, or lower DominantBias. |
Tuning order#
When a zone does not feel right:
Color- pin the hue you want.AutoColor- lower to trustColor, raise to follow the zone.AmbientTint- raise if fog only shows at the horizon.Density- overall strength.MaxOpacity- lower if distant objects disappear too much.DayLight/NightLight- overall brightness and night darkness.