Fog causing transparency in my brushes


(Avoc) #1

So I did a quick search on the forum and all the fog-related topics, but none of them discussed the problem I’m currently facing. I’ve made a map that has worldwide fog in it (added through worldspawn and _fog) and I’m using the default radar fog. The problem is however, that the fog somehow makes all of the brushes transparent, making the FPS drop down to 30-35 fps because all of the brushes can be seen.

Here are a few screenshots:

At first I was wondering if it had anything to do with all the costum textures I’m using, but that would make no sense, especially because they are all .jpg and therefore have no alphachannel.

It is quite annoying and I really like the effects the fog brings. Help anyone? :frowning:


(mena666) #2

Map leaked?


(Flippy) #3

Have you tried recompiling? Could have been a compile bug maybe… If not I have no idea, never had this problem before.

Are you sure it’s the fog causing this? Can you try recompiling it without the fog?
Maybe you have somehow duplicated most of your brushes. If two brushes overlap eachother exactly they tend to become invisible sometimes.


(Avoc) #4

Hmm…

Ok, I have a screenshot of the map without fog:

Most of my brushes ARE duplicates actually, but I had no idea it could cause errors. I create a brush (a building) and duplicate it. I then resize it and move it under the first so that I can create a building foundation. I’ve done this several times. But none of the brushes are at the exact same spot, i.e. they are not just duplicated and above one another.

Though other non-duplicated brushes are also transparent.

The map is not leaked, though I do get a single “model entity leaked”, the truck.


(Shallow) #5

This is absolutely fine, and a very sensible way of getting stuff done! Carry on doing it!

What Flippy is saying is that if you have two identically sized structural brushes in exactly the same place, due to accidental duplication, you can have problems with faces disappearing.

“Entity leaked” warnings can usually be safely ignored too, it just means the model’s origin is in a solid which can be unavoidable sometimes (especially with trees for example!). These only need to be fixed if you have problems like the model disappearing or lighting weirdly.


(Flippy) #6

Indeed. I meant brushes overlapping eachother exactly, which often occurs when you accidently copy/paste a brush. I’ve also seen it happen without any logical cause twice…, usually after undoing/redoing alot…


(Diego) #7

Is your fog using a shader that you created? or did you use a fog entity?

Just wondering if maybe your shader has a missing “{” in it and the engine is confusing mutlitple shaders together. I did that one time and i really trashed the look of my map. It’s a long shot but worth a look.


(Avoc) #8

no, I went to the worldspawn and wrote:

key: _fog
value: textures/radar/fog

And no, I’ve checked for dublicate brushes and there are non anymore.


(Avoc) #9

I tried with different fog types now. The radar fog was causing the transparency, but every other fog type also caused the transparency. I took the fog from river redux and it too caused transparency >.<

Annoying.

EDIT:

Found the cause of the problem… my textures, of which most are costum, are causing the transparency… No idea how to fix it o.o

This is how most of my textures look like in the shader:

textures/quotidian/brick_wall_beige
{
implicitBlend -
}

I made a small test map with one textures from my costum collection (the brick_wall_beige) and one of the regular textures, a wood texture that looks like this in the shader:

textures/wood/wood_m01_usat
{
surfaceparm woodsteps
implicitMap -
}

The brush with the wood texture does not cause any transparency while the other does.

EDIT: Hahaha, oh god, I didn’t notice that there was a “implicitBlend” there, ok now thats fixed :stuck_out_tongue: