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 ?
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 ?
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.
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 
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
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)
ey,
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.
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.
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.
gl.
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.
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.
@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?
Just for general knowledge, when you click edit on forum post, there’s a delete button included