brushes look "weird" in fog


(Lil Killa) #1

http://www.lkmods.net/foged.jpg

The horizontal brushes in the fog are alot brighter than they need to be and stay one solid color. It may not look too bad in the screenshot but once you get into the map it looks bad. I would lie to keep the fog but if this problem can’t be fixed I’ll have to nuke it.

Any suggestions?

EDIT:: This is for Jedi Academy


(ydnar) #2

Do you have a shader on those brushes?


(Lil Killa) #3

No… Those brushes are textured with regular textures. (.jpg to be exact)

EDIT::

And here is the shader for the fog if you need to see it:


textures/lk_lab/fog
{
	qer_editorimage	textures/fogs/fog.tga
	qer_trans 0.5 
	qer_nocarve
	surfaceparm	nonsolid
	surfaceparm	nonopaque
	surfaceparm	fog
	surfaceparm	trans
	q3map_nolightmap
	fogparms	( 0.31372549 0.31372549 0.31372549 ) 1500.0
	cull	twosided
}


(ydnar) #4

Well, that fog doesn’t have any stages…


(Lil Killa) #5

hmmm How do I add a “stage”?

sory… I’m not the best with shaders…


(Codja X) #6

I tend to get this problem with when there is a light “style” illuminating a particular brush. Are any of those lights switchable or flickering?


(Arkon) #7

Since we’re on the topic of fog. Why doesn’t fog affect skyboxes. And is this something ydnar could tinker with for the next q3map2, so it would be possible.


(Codja X) #8

When I create skyboxes I usually have to add a fog brush to the box. This causes hell of a frame rate hit though, so I try to avoid it.

You also have to scale the fog distance by the same scale as the textures - e.g. if the textures are scaled by 0.25 than normal, then the fog has to be brought down a quarter of the distance as well.


(Lil Killa) #9

None of my lights have styles applied to them…


(Arkon) #10

Codja, can you be a bit more desriptive. Like are using a skybox, or a portal sky. I really want some neat fog in my map. But I need it to affect the skybox or it looks like crap.


(Lil Killa) #11

OK figured out what a stage is… I think. I changed my shader a bit but it still looks like it did beofre. I have a feeling if I change the bledfunc to something else it will work but I don’t understand blending functions. I’ve read 3 different shader manuals and none of them explain what blend function do in a simple manner.

Anyway… my sad attempt:

textures/lk_lab/fog
{
	qer_editorimage	textures/fogs/fog.tga
	qer_trans 0.5
	qer_nocarve
	surfaceparm	nonsolid
	surfaceparm	nonopaque
	surfaceparm	fog
	surfaceparm	trans
	q3map_nolightmap
	fogparms	( 0.29296875 0.29296875 0.29296875 ) 2000.0
	cull	twosided
	{
	map textures/lk_lab/grey.tga
	blendFunc GL_ZERO GL_ONE
	}
}

Could someone please help me?


(Lil Killa) #12

I don’t know if it helps or not but when you go into the fog the brushes look fine but when you come out of the fog it’s like they’re not affected.


(ratty redemption) #13

I just briefly read this thread, so not sure if anyone has mentioned this before, but it might be to do with how many visible faces your fog brush has… well in rtcw, we have a problem something like that, where fog brushes only work properly if they can be ‘entered’ through one brush face, ie through the top or side but not both… although I never found out why.


(Lil Killa) #14

By visible I’m asuming you mean by the player? or how many sides are textured with the fog shader?

All sides of the fog brush are textured in the fog shader but only the top of the fog I’m showing you in the screenshot above is visible by the player.


(ratty redemption) #15

yeah visible to the player, and since your fog brush sounds fine, so does your shader appear to me, I guess it`s not either of those causing the bug.


(Lil Killa) #16

So is there any way to fix this? ydnar acted like he had a solution there for a minute but he never replied again…


(ratty redemption) #17

sorry, I don`t know myself, but someone in here might be able to help you further.

I suggest you try and put this bug aside and work on other parts of your maps, while checking back here to see if anyone else replies.


(ratty redemption) #18

I just thought of something, you could try cutting up the tall vertical brushes shown in your pic, so each section of them is the same height as the horizontal brushes… not sure if it will work, but it might be worth testing.


(Lil Killa) #19

You mean the brushes behind the horizontal brushes?


(ratty redemption) #20

yes, are they touching the horizontal brushes on the walls of your pit?