fog woes


(Mr_Tickles) #21

Hmmm, sorry I can’t help you much, all I can suggest doing is trying:

_fog -> textures/radar/fog
fogclip -> 4500
farplanedist -> 9000

and then

_fog -> textures/radar/fog
fogclip -> 9000
farplanedist -> 4500

(I think the first one may be more likely to work)

Also, you could make the fog a bit darker to make the cut-off point not so noticable. I realize you are after getting the smooth fade for it, and I’d also love to know that secret.
Also, you could try to swap the worldspawn fog with shader fog (it may work better for you), but try only one at a time though.


(dime1622) #22

the thing is, no matter what you set for the fogclip and farplane dist values, its all being controlled by the shader. you could put 240,000 for their values and itll still look the same.


(Mr_Tickles) #23

Ok, I’m following you now, sorry, my fault, too many misconceptions. Thanks chavo_one for pointing that out, i’ve had to read the thread many times to get that. I’m dull.

Maybe there is a max value you can set for the fog distance. I’ll do a test map in a bit to have a look for that.


(seven_dc) #24

Hmm… Starting to think that the problem might be in your other shaders. Could you post example of your other shader you are using.


LovelyWendie99


(dime1622) #25

for pop_omaha (the terrain):

textures/pop_omaha/terrain_0
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		tcmod scale 0.08 0.08
	}
}

textures/pop_omaha/terrain_1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_ugly_brown.tga
		rgbGen vertex
		tcmod scale 0.08 0.08
	}
}

textures/pop_omaha/terrain_2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/sand_wave_bright.tga
		rgbGen vertex
		tcmod scale 0.08 0.08
	}
}

textures/pop_omaha/terrain_3
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_grayvar.tga
		rgbGen vertex
		tcmod scale 0.08 0.08
	}
}

textures/pop_omaha/terrain_4
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rocky_sand.tga
		rgbGen vertex
		tcmod scale 0.08 0.08
	}
}

textures/pop_omaha/terrain_5
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/dirt3.tga
		rgbGen vertex
		tcmod scale 0.08 0.08
	}
}

textures/pop_omaha/terrain_0to1
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
	}
	{
		map textures/temperate_sd/rock_ugly_brown.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/pop_omaha/terrain_0to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
	}
	{
		map textures/temperate_sd/sand_wave_bright.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/pop_omaha/terrain_0to3
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
	}
	{
		map textures/temperate_sd/rock_grayvar.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/pop_omaha/terrain_0to4
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
	}
	{
		map textures/temperate_sd/rocky_sand.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/pop_omaha/terrain_0to5
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
	}
	{
		map textures/temperate_sd/dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/pop_omaha/terrain_1to2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_ugly_brown.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
	}
	{
		map textures/temperate_sd/sand_wave_bright.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/pop_omaha/terrain_1to3
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_ugly_brown.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
	}
	{
		map textures/temperate_sd/rock_grayvar.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/pop_omaha/terrain_1to4
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_ugly_brown.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
	}
	{
		map textures/temperate_sd/rocky_sand.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/pop_omaha/terrain_1to5
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_ugly_brown.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
	}
	{
		map textures/temperate_sd/dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/pop_omaha/terrain_2to3
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/sand_wave_bright.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
	}
	{
		map textures/temperate_sd/rock_grayvar.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/pop_omaha/terrain_2to4
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/sand_wave_bright.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
	}
	{
		map textures/temperate_sd/rocky_sand.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/pop_omaha/terrain_2to5
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/sand_wave_bright.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
	}
	{
		map textures/temperate_sd/dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/pop_omaha/terrain_3to4
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_grayvar.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
	}
	{
		map textures/temperate_sd/rocky_sand.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/pop_omaha/terrain_3to5
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rock_grayvar.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
	}
	{
		map textures/temperate_sd/dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/pop_omaha/terrain_4to5
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/rocky_sand.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
	}
	{
		map textures/temperate_sd/dirt3.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.08 0.08
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/pop_omaha/terrain.vertex
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbGen vertex
		tcmod scale 0.08 0.08
	}
}

for omahasky (the sky shader, thinking this may be the problem):

textures/skies/omahasky
{ 
	nocompress 
	qer_editorimage textures/skies/topclouds.tga 
	q3map_lightrgb 0.8 0.9 1.0 
	q3map_sun 1 .96 .87 80 290 20 
	q3map_skylight 60 3 
	q3map_nofog 

	surfaceparm noimpact 
	surfaceparm nolightmap 
	surfaceparm nodlight 
	surfaceparm sky 

	skyparms textures/skies_sd/wurzburg_env/sky 512 - 

	sunshader textures/skies_sd/batterysunfog 


	{ fog off 
	map textures/skies_sd/battery_clouds.tga 
	tcMod scale 2.5 2.5 
	tcMod scroll 0.0015 -0.003 
	rgbGen identityLighting 
	} 

	{ 
	fog off 
	clampmap textures/skies_sd/battery_mask_ydnar.tga 
	blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA 
	tcMod scale 0.956 0.956 
	tcMod transform 1 0 0 1 -1 -1 
	// rgbGen identityLighting 
	//rgbGen const ( 0.6 0.6 0.6 ) 
	rgbGen const ( 0.4 0.4 0.4 ) 
	} 
}

maybe its a problem in the sky shader? ive tried other skies and it doesnt work correct tho either. can i just activate the fog thru the sky shader?


(dime1622) #26

anyone?


(Mr_Tickles) #27

Hmmmm, well looking at your terrain shader, it’s vertex lit, you may want to change that, have a read through this thread -> http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=8089&postdays=0&postorder=asc&start=0

I’m not sure if that’ll solve the problem with the fog though, sorry.


(dime1622) #28

yeah, i read that, but im having absolutely zero problems with my terrain.

it wouldnt make a difference because fog can be tested with just a simple bsp compile, so its independent of lighting and vis stages


(Mr_Tickles) #29

Ok, sorry I couldn’t help. :frowning: (the test maps did nothing)


(nUllSkillZ) #30

May be it has something to do with the tracemap.
The tracemap has to be re-created after changing athmospheric effects.


(LaggingTom) #31

Probably a very stupid suggestion, as it’ll drop your FPS to about 1, but just try covering the map in a brush covered with the fog texture, just to see of it will work.


(dime1622) #32

omg, dont tell me its the tracemap. because i havent generated one lol, didnt think i should need to since i dont have precipitiation. would that be the problem?


(MadJack) #33

Why don’t you try :slight_smile:


(dime1622) #34

hehe i will when i get the chance, ill report back by tomorrow


(dime1622) #35

nope, didnt do anything. could it be the color of my shader? maybe if its was more opaque…


(dime1622) #36

omg shoot me in the face. the old shader had

fogparms ( 0.09411 0.09803 0.12549 ) 7000

so i changed it to

fogparms ( 0.4 0.4 0.4 ) 7000

to match the sky. i got:


([AE]HawkeyE) #37

mmmm, very pretty dime :eek:! nice goin :banana: :clap

I’ll shoot you in the face asap!

:drink:


(No1_sonuk) #38

Besides, don’t you need a tracemap so that mortars can work properly?


(MadJack) #39

not just for mortars but for arti and airstrikes too


(dime1622) #40

yeah, but i wasnt testing those yet :wink: