brushes look "weird" in fog


(Lil Killa) #21

yes… I’ll try that…


(ratty redemption) #22

k, and once you have, please tell us if makes a difference to the fog rendering.


(Lil Killa) #23

It worked!

I was wondering though… why did that work?

Also I have a new problem… It includes my ase model not foging properly.

Clicky

See how it’s not affected by the fog?


(ratty redemption) #24

cool and I guess its how near the brush vertices were to each other that resulted in them being fogged the same, although I could be completely wrong... hopefully someone else can explain this as Id like to know myself :slight_smile:

and which is your .ase model in the pic? the top of the tower in the middle or the vertical column on the wall?


(Lil Killa) #25

THis should explaine:

EDIT:: actually… the one that is surounded in green is a bit off as well… (it’s a brush)


(ratty redemption) #26

is the brush one cut up like the other vertical brushes you recently did? …could be you need to recompile the ase, with more sections to it.


(Lil Killa) #27

ouch… that’s alot of polys to draw… oh well… it’s my last Q3 engine map… may as well go all out :stuck_out_tongue:

I’ll try some things tommorow and post back here with my results.


(ratty redemption) #28

well even if this higher poly approach does work, there might be a more efficient way of fixing this.


(Lil Killa) #29

OK choping up the brushes helped but the models (even after cliping them up) still don’t fog.


(ratty redemption) #30

understood, and at least weve made some improvement, hopefully someone else can give advice on the ases.


(Lil Killa) #31

I’ve noticed that the ase models will fog with the fog I had at the top of the room but the parts of the ase models at the bottom of the room don’t want to fog at all because when i enter the fog they don’t even fog. I did make a little prgress by making two different ase models. They both meet at the top surface of the fog, on above and one below, and by doing that I was able to get the ase in the lower fog to fog a little bit while the player is above the fog and once the player enters the fog the model appears foged. I don’t know what to try next though… Any ideas?


(Lil Killa) #32

I finaly found a solution!

The consept of cutting the model up like I did the brushes was right but I wasn’t implementing it correctly on the models. See when I cut up the models I still just had one big model but with alot more tris. So what i did was I made the two different sized sections I needed to build up the shaft and put them in my map and it worked. See now I have a model making up the parts of the ase structure that each brush made up of the other structures. I hope this thread is able to help someone else as I have learned a few things from it. I still don’t quite get why this happened in the first place though… Maybe ydnar can explain?


(ratty redemption) #33

cool and thanx for posting your findings.

I too have learnt some things from your thread here, although I still dont understand exactly why it is working, so Ill also be watching this thread for possible replies from ydnar.