Hi, Just posting something that affects the 32 fog limit in q3a maps, when the multivolume fog technique is used.
I built a map which uses a mutlivolume foghull, using 30 brushes for the foghull group.
now, a few things:
the map compiles as expected, everything works (fog, non-fogged areas all appear as they should) EXEPT:
transparent surfaces do not fog. period*. models fog sometimes. sometimes not.
here’s a link to some shots… shot 11 and shot 13 show the non-fogging glass.
http://clantriad.brinkster.net/devteam/screenshot.asp?pid=55
what causes this? is there something i can throw in my shaders that causes transparent surfaces to properly “pick up the fog” like a normal opaque surface does?
- oh yeah, this is the ‘32 limit thing’… if you compile the map, and add surfaceparm fog to the shaders (for example that transparent glass) AFTER the compile, you can fog all the glass?, no matter how many there are. how is this so? if the line is left in during compile, you get max map fogs exeeded, but if done after the fact, the engine accepts it? can this limit be raised or something? pleeeease?