how do i make fog with no farplane? no matter what i do, my draw distance keeps getting culled before its totally fogged, and looks like shat.
fog woes
How do you do your fog? The key of making good loking fog is the sky shader that must be same color than the fog so the dissapearing is now so noticeable.
i’m using _fog -> textures/mapname/fog then using fogclip and farplanedist, using my own fog shader.
the fog shows up, but its culling the map before the fog can get thick enough that it wouldn’t matter. it does match the sky color, its just retarded to walk around and see buildings chopped in half, being the one half is 25% foggy then suddenly hits 100% fog.
the left graph is how its fogging now, the right is how it SHOULD fog.
What sorts of numbers are you using? I think you need the distance at which the fog becomes opaque (the number at the end of fogparms in your shader) to be less than clipping distance for compiler’s fog culling to work. Lowering the blocksize in the worldspawn can help culling happen more tidily.
Be patient, it will take some fiddling to get it right.
yeah, ive been fiddling constantly. ill see what i can do yet, ill let ya know if im still having prblems
Please post how you did it when you do because I’m getting the same effect. Thanks 
nope, no good. my fog shader looks like this:
textures/pop_omaha/fog
{
qer_editorimage textures/sfx/fog_grey1.tga
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
surfaceparm fog
fogparms ( 0.09411 0.09803 0.12549 ) 7000
}
and i have:
_fog -> textures/pop_omaha/fog
fogclip -> 10000
farplanedist -> 10000
but its still culling at 7000 without being fully fogged
It should work as you want it if you just use the worldspawn keys and values, but I don’t think the shader version works quite like that, not sure why but would want to.
but it doesnt work, thats the problem. it doesnt fog enough until you hit the clip area.
ok, my fog with having 7000 as the distance in the shader, and farplanedist and fogclip both at 10000:
with having 14000 as the distance in the shader, and farplanedist and fogclip both at 10000:
but railgun’s fog does this:
any ideas what may be wrong?
These are two different ways of making the fog.
I had this problem when using the fog in the shader, try getting rid of the shader altogether, i.e. remove the brush with it on from the .map file. Then just use the worldspawn values.
I find it gave me a better all round fog. However the worldspawn fog does fog the entire map. The brush shader just fogs the volume you have specified for it.
You say you used values as high as 10000, and 14000, your map does look very big. But you may find the effect you want a bit easier if you reduce the distance to around 4000.
Sorry if i’m not helping, i’m just trying to throw out some ideas here.
When I say remove it from the .map file, I mean remove from the file via radiant, I don’t mean go trudging through the actual text file trying to find the brush, sorry.
Your map looks like it doesn’t have any fog in it at all. Are you sure your shader is listed in shaderlist.txt?
@Mr.T: He is trying to use worldspawn global fog. But you still have to provide it a shader for the _fog key.
it IS fogged, but very lightly :S
even if i use textures/radar/fog it doesnt work, and if i try making a fog brush it leaks the map
That’s it without fogclip and farplanedist as well, right? None of these screenshots look like it had fog. The only visible difference between this one and the previous two is that farplane clipping is turned off in this one. So again, to me it looks like q3map2 isn’t picking up your fog shader.
I could very well be wrong though since it’s hard to tell what’s going on without moving around the map.
Try setting the shader distance to something ridiculously close like 100, to see if it is actually drawing your fog.
Yeah, sorry if I explained it badly there, I meant that you only need to use one of the ways of fogging the map. The worldspawn way I have found to give better results.
However because there are two fogs in there, it looks as though in the first example, the shader fog is beginning to work slightly, but the distance value could be too far for the map and so the full effect of the fog isn’t being shown. Also the distance for the worldspawn fog is further out than that so it would have no affect anyway. Meaning that the shader fog, fogs before the worldspawn fog and thus no affect can be seen from the worldspawn fog.
Also, in the second example where the worldspawn fog is fogging before the shader fog, the values for the distances are even greater so it’s even more unlikely to show fogging in that screenshot.
I have recently attempted a map which was about 12000 north to south, east to west, and dime’s map doesn’t look as if it’s that big, so I would strongly advise reducing the distance values to around 4000 until you find a reasonable effect, then increase the distace to something more to your tastes.
it IS picking it up, if you look closely, a little bit of grey is being added to the previous pics. you gotta look close. plus, like i said before, it doesnt work with textures/radar/fog either
here’s another try, using:
_fog -> textures/radar/fog
fogclip -> 7000
farplanedist -> 7000
