add a distance fog


(dwe_flame) #1

well, probably a pretty noob question, but how do i set a distance fog for a map ?

do i need to define a distance ? what is a good distance normally ?

and for a show map, just a gray color is normally fine ?


(Pande) #2

show map?

anyway, distancecull in worldspawn. First, make your fog the way you want it (fogparms in a fogshader, just copy a base ET one and modify it if you want) Then set distancecull so it is longer than the distance to opaque of your fog.


(dwe_flame) #3

i have this now:

with the:
_fog
farplanedist
fogclip

but only has 1 disadvantage, it also adds fog inside buildings

[QUOTE=Pande;192417]show map?

anyway, distancecull in worldspawn. First, make your fog the way you want it (fogparms in a fogshader, just copy a base ET one and modify it if you want) Then set distancecull so it is longer than the distance to opaque of your fog.[/QUOTE]

how i should do this what you mean here, i don’t know :slight_smile:


(dwe_flame) #4

ok i have now made my own fog texture for it within shader file:


textures/artic_gun/fog
{
	qer_editorimage textures/sfx/fog_grey1.tga
	fogparms ( 0.6 0.6 0.7 ) 2560
	surfaceparm fog
	surfaceparm nodraw
	surfaceparm nonsolid
	surfaceparm trans
}

now how i add this distance cull to worldspawn ?

i remove these again?

farplanedist
fogclip


(Pande) #5

ya, remove those and just put in distance cull. Then apply the fog over the areas you need. Remember, fog must be axially aligned and sitting on a 16 grid line in all dimensions. It also causes problems I believe if you make say a row of fog brushes, even if they touch. though I never tried it myself, I have just added fog over the entire map (visible distance was enough for me that inside buildings was fine)


(S14Y3R) #6

ey,

src.

the two key’s you’ll need for foghulling are:

“_farplanedist” “3072”

“_foghull” “et_torque_sky/my_fog” //no textures/ in path!

Just make sure you’re fog clips before the VisCull.

  • For the overall distance; its up to you really, figure out where you’re best sniping spots are and test to see how far you can see with you’re fog/cull settings. (Trees are great for blocking sensitive areas too)

Fog inside buildings is a pain in the arse. I recommend raising your fog fill distance so your largest room isn’t affected. If that isn’t an option, then use a volumetric fog brush like Pande said. It’s a harder hit to fps(foghull is non-volumetric), but will keep fog outside.

src.

You can have any colour Fog you want. I match my fogvar RGB’s to my q3map_sunExt’s. Depends on the atmosphere you want I guess.:cool:

gl.


(Avoc) #7

EDIT: Nevermind


(dwe_flame) #8

ok, the fog works, but there is a but…

what exactly are the onces i need to edit ( so what is not in sight is not drawn to reduce fps)

this i have in shader file set for my fog:


textures/artic_gun/fog
{
	qer_editorimage textures/sfx/fog_grey1.tga
	fogparms ( 0.7 0.7 0.7 ) 3000
	surfaceparm fog
	surfaceparm nodraw
	surfaceparm nonsolid
	surfaceparm trans
}

and in worldspawn


_fog 	 	 : 	textures/artic_gun/fog
farplanedist	 : 	3000
fogclip		 : 	3000

important for me is to get the fps right on the map, so i want stuff not to be drawn is it is away in the fog ofc.


(S14Y3R) #9

Am I the only one that uses _foghull? There shouldn’t be a textures/ in that path… but if it works, why research?

Are your sniping distances livable @ 3k?

make your fog ‘shorter’ than your _farplanedist to avoid nasty looking clipping

That’s only tested and verified, but bother with it? Use your showtris settings to verify.


(S14Y3R) #10

@Avoc Sorry mehn, that’s why I always hit preview post and scroll down first to make sure that doesn’t happen.

btw: Loved Breakout 2, I wish more servers had it in rotation. How’s Rushers_11 release going?


(Nail) #11

Just for general knowledge, when you click edit on forum post, there’s a delete button included


(S14Y3R) #12

sry for following up on something nail. What your advice to the OP?