Most of the times that I’ve attempted to do some foghulling in q3, I’ve had very similar problems, but now it’s almost neccessary that I use it. Now, the setup.
Path to sky directory:
textures/kazdm2_sky/
Image files within that directory (all 8x8 pixels):
kazdm2_ft.jpg
kazdm2_bk.jpg
kazdm2_lf.jpg
kazdm2_rt.jpg
kazdm2_up.jpg
kazdm2_dn.jpg
Foghull shader name:
kazdm2_sky.shader
Shader Contents:
textures/kazdm2_sky/foghull
{
surfaceparm nolightmap
surfaceparm trans
surfaceparm nonsolid
surfaceparm sky
skyparms textures/kazdm2_sky/kazdm2 0 -
}
Fog shader contents:
textures/sfx/xlightgreyfog
{
qer_editorimage textures/sfx/fog_grey.tga
surfaceparm trans
surfaceparm nonsolid
surfaceparm fog
surfaceparm nolightmap
qer_nocarve
fogparms ( 0.7 0.7 0.7 ) 1400
}
My fog brush:

My worldspawn values:
_foghull - kazdm2_sky/foghull
_farplanedistance - 700
My compile lines:
-meta -vis -light -fast -filter -gamma 1 -compensate 1
(I might interject now that I know -filter is outdated.)
In-game screenshot:

Now, if you look at the above shot, you’ll notice that geometry isn’t being culled by the foghull at all. If you look at the editor shot, you’ll see that the total size of the map is definitely more than 700 units across. What am I doing wrong? Thanks.
Edit: code tagged stuff 



