permanent spawn point


(mazdaplz) #1

probably a stupid question, now i know how to make checkpoint flags, but how do i make a permanent spawn point for a team, do i just use a regular checkpoint flag and make it invisible??

also i hear volume fog (inside brushes without worldspawn keys) is broken since v2.56 or something like that, is there a way around it?


(Graham) #2

Just the spawns with a team_WOLF_objective, no checkpoint crap.


(Diego) #3

Volume fog still works. I’m using it.


(mazdaplz) #4

you mean you have it in your whole level or only one room? if so does it look smooth? i tried with a fog shader inside a brush with fogparms and all sorts of values from the shaders i found but no luck

oh i just thought of something putting the fog in worldspawn too and setting the fog near far really dim


(Diego) #5

I have it in my whole level. – almost.

The bunker section at the end that is almost completely separated from the rest by structural brushes. If I extend the fog brush to completely encompass both sections, the fog distance got dorked up and only worked on the bunker section.

Since I really didn’t need fog in the bunker, I just used it on all the rest of the map. If you are inside the bunker looking at the open face of the fog brush, You can’t tell that it doesn’t encompass the entire interior of the bunker.

I am also using a separate fog brush to control the density in my water. I managed to work out some shaders that allow me to use 1 brush with 3 shaders: a fog shader, a top surface shader, and a below surface shader. However, I found 1 glitch with this. The Density of the fog shader in the water makes bullet hits more transparent as the bullets reach the fog distance limit.

So, when my fog distance for my water shader was 512, I could only see bullet splashes 512 units from my position. Needless to say, that sucked. So, I’ve increased my fog distance under water to about 3000.

I also tried the fog shader settings in worldspawn. It worked ok, but there was something about that method that was causing a problem in my map. Don’t remember what that was now though. It was a vis issue.