Is it possible to have a moving fog shader, that goes opague after 100 units, so the player can be swallowed up in the a moving gas cloud?
DeMoNeye
(Doulbe post from Q3MAP2 forum, cause I don’t know if I’ll get the answer there instead :???: )
Is it possible to have a moving fog shader, that goes opague after 100 units, so the player can be swallowed up in the a moving gas cloud?
DeMoNeye
(Doulbe post from Q3MAP2 forum, cause I don’t know if I’ll get the answer there instead :???: )
I was wondering about this recently… could you use a target_smoke ent with a really big start and finish size?? it goes off when triggered and if targeted at an info_notnull, has direction as well…!?!
(heh… knowing you though you’ve probably already tried it…!!)