foggy problem


(Oxygen - o2) #1

hello

i took the fog shader for battery and made customized it so it would have a smaller clipping distance so you cant see as far, but the problem is on the ground the sky disapears for strange reasons but in the air, its fine :confused:

what could cause this?

Oxygen


(]UBC[ McNite) #2

You might want to post a pic so we can see how the problem looks and your shader so we can see whether you did something wrong.
Apart from that I have posted 2-3 threads on fog and problems with it in this forum and the Q3map2-forum. You possibly will find and answer on this in those ones.


(Oxygen - o2) #3
textures/santas_grotto/terrain_0
{
	surfaceparm nolightmap
	surfaceparm landmine
	surfaceparm snowsteps
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/santas_grotto/snow.tga
		rgbGen vertex
		tcmod scale 0.116 0.116
	}
}

textures/santas_grotto/terrain_1
{
	surfaceparm nolightmap
	surfaceparm sandsteps
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/santas_grotto/rocky_sand.tga
		rgbGen vertex
		tcmod scale 0.116 0.116
	}
}

textures/santas_grotto/terrain_2
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/santas_grotto/cliff.tga
		rgbGen vertex
		tcmod scale 0.116 0.116
	}
}

textures/santas_grotto/terrain_3
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/santas_grotto/stone.tga
		rgbGen vertex
		tcmod scale 0.116 0.116
	}
}

textures/santas_grotto/terrain_0to1
{
	surfaceparm nolightmap
	surfaceparm snowsteps
	surfaceparm landmine
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/santas_grotto/snow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.116 0.116
	}
	{
		map textures/santas_grotto/rocky_sand.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.116 0.116
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/santas_grotto/terrain_0to2
{
	surfaceparm nolightmap
	surfaceparm snowsteps
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/santas_grotto/snow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.116 0.116
	}
	{
		map textures/santas_grotto/cliff.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.116 0.116
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/santas_grotto/terrain_0to3
{
	surfaceparm nolightmap
	surfaceparm snowsteps
	surfaceparm landmine
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/santas_grotto/snow.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.116 0.116
	}
	{
		map textures/santas_grotto/stone.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.116 0.116
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/santas_grotto/terrain_1to2
{
	surfaceparm nolightmap
	surfaceparm snowsteps
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/santas_grotto/rocky_sand.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.116 0.116
	}
	{
		map textures/santas_grotto/cliff.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.116 0.116
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/santas_grotto/terrain_1to3
{
	surfaceparm nolightmap
	surfaceparm snowsteps
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/santas_grotto/rocky_sand.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.116 0.116
	}
	{
		map textures/santas_grotto/stone.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.116 0.116
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/santas_grotto/terrain_2to3
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/santas_grotto/cliff.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.116 0.116
	}
	{
		map textures/santas_grotto/stone.tga
		rgbGen vertex
		alphaGen vertex
		tcmod scale 0.116 0.116
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
}

textures/santas_grotto/terrain.vertex
{
	surfaceparm nolightmap
	q3map_novertexshadows
	q3map_forcesunlight
	{
		map textures/santas_grotto/snow.tga
		rgbGen vertex
		tcmod scale 0.116 0.116
	}
}

textures/santas_grotto/iced_water
{
	nocompress
	qer_editorimage textures/liquids_sd/seawall_foam.tga
	qer_trans .5
	q3map_globaltexture
	surfaceparm trans
	surfaceparm nonsolid
	surfaceparm water
	surfaceparm nomarks
	cull disable
	nopicmip
	nofog

	waterfogvars ( 0.11 0.13 0.15 ) 0.2
		{ 
		fog on
		map textures/liquids_sd/seawall_foam.tga
		blendFunc blend
		alphaFunc GE128
		depthWrite
		rgbgen identity
		tcmod scale 0.5 0.5
		tcmod scroll 0.4 0
	}
	
	{ 
		fog on
		map textures/liquids_sd/sea_bright_na.tga
		blendFunc GL_ONE GL_ONE
		rgbGen wave sin 0.3 0.02 0 0.25 
		tcmod scale 0.01 0.01
		tcmod scroll -.001 -.0002
	}
}

textures/santas_grotto/waterfog
{
	qer_editorimage textures/coffeeeee_bridge_textures/waterfog.JPG
	qer_trans 0.5

	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm fog
	surfaceparm nolightmap
	
	fogparms ( 0 0.2 0.1 ) 300
}

textures/santas_grotto/fog <<< this is the fog texture im talking about
{
	qer_editorimage textures/sfx/fog_grey1.tga
	
	surfaceparm nodraw
	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm fog
	
	fogparms ( 0.4 0.4 0.4 ) 2000
}

i remember something about the lines that easygen puts into workspawn, could they be problems?


(Oxygen - o2) #4

hello


(zl1corvette) #5

I am not expert at fog, but I don’t think that sky you are using will fog correctly. I have fog in my level, here’s how I did it…
add these key:values to the worldspawn
fogclip:2240
farplanedist:2240
_fog:textures/mp_railgun/fog
and I textured my skybox with textures/mp_railgun/sky

with your fog texture you would want to lower the distances in the worldspawn


(Oxygen - o2) #6

ok, il try that