yes… I’ll try that…
brushes look "weird" in fog
k, and once you have, please tell us if makes a difference to the fog rendering.
It worked!
I was wondering though… why did that work?
Also I have a new problem… It includes my ase model not foging properly.
See how it’s not affected by the fog?
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 
and which is your .ase model in the pic? the top of the tower in the middle or the vertical column on the wall?
THis should explaine:

EDIT:: actually… the one that is surounded in green is a bit off as well… (it’s a brush)
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.
ouch… that’s alot of polys to draw… oh well… it’s my last Q3 engine map… may as well go all out 
I’ll try some things tommorow and post back here with my results.
well even if this higher poly approach does work, there might be a more efficient way of fixing this.
OK choping up the brushes helped but the models (even after cliping them up) still don’t fog.
understood, and at least weve made some improvement, hopefully someone else can give advice on the ases.
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?
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?
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.