Finishing Touches


(Arkon) #1

Well, as you’ve seen/heard. I got my terrain mostly worked out. Some buildings completed.
All I have to do is clean up a few errors and put the finishing touches on my map. Here’s my list of questions.

  1. My map is fairly large, and though I have fog in it. When I look into the distance I sometimes see a HOM. Any ideas?

  2. How do I put rain in my map. I’ve covered it with the “outside” system texture. Then put an fx_rain inside of it. But I can’t get it to work. Any ideas? :stuck_out_tongue:

  3. err thats about all.


(Orange) #2

Can someone please tell me what’s HOM? I know it’s some kind of unwanted effect between the fog and the sky but never understood what exactly…

Sorry for using your thread :smiley:


(Arkon) #3

errr… ok. Well I’m not positive. but a hom is when you see the void. Like say, you use “noclip” and travel outside a map. You get a huge HOM.

oh, and HOM stands for Hall of Mirrors.


(ratty redemption) #4

iirc, the cvar (console variable) r_clear 1 will stop the engine drawing the hom effect, and we just get a solid color void which is more useful for finding sparklies or gaps bettween detail brushes, although I think it also stops the screen flashing red if the player takes hits, so for normal gaming most people would have it set to r_clear 0.


(Arkon) #5

well I’ll post a screenie soon of this HOM thing


(Arkon) #6

hmm I wonder if it would help if I -vis it. I’ll try that first.


(Lil Killa) #7

What game are you making the map for? It sounds to me like your getting JA’s default distancecull. If that’s the problem then you could use a fug hull or set the destancecull value in the worldspawn higher.

For the rain… sounds to me now that your using JA… if so you mean a weather zone brush(s) along with your outside brushes. Make sure to make the weatherzone brushes into a misc_weatherzone.

If this map is for SP the weather might not work… the way it does for MP.


(Orange) #8

Ohh… Hall of Mirrors, it happend to me once when I created my skybox shader and had missing textures or something like this…


(Arkon) #9

Lil Killa, yeah, I’m sorry I fogot to mention I was using JA. Can you tell me how to set the distance cull higher in a shader and the worldspawn.


(Lil Killa) #10

Add a key/value distancecull xxx (xxx being a number. I an unsure as to what the fault one is.) to the worldspawn. For afog shader you just increase the number outside of the parenthesis in your fog shader. The number = the ammount of grid units the player can see from what I’ve seen.


(Arkon) #11

alright, I got the foghull working, thanks to the q3map2 shader manual. Now. I think everything is well… it’s time to tweak my creating then showcase. Well I can tell you now, that it’s a japanese themed map.