I dont know much about fog, except thats theres two kind :
- The regular “far-clip” fog, seen in most map,
- The volumetric fog, almost never seen because it kills framerate.
I assume you’re using the wrong kind of fog.
To use a “normal” fog, i think you have to set it in your sky shader - im not so sure about it tough.
heres the info I found :
fogparms <red value> <green value> <blue value> <distance to Opaque>
Note: you must also specify “surfaceparm fog” to cause q3map to identify the surfaces inside the volume. Fogparms only describes how to render the fog on the surfaces.
<red value> <green value> <blue value> These are normalized values. A good computer art program should give you the RGB values for a color. To obtain the values that define fog color for Quake III Arena , divide the desired color’s Red, Green and Blue values by 255 to obtain three normalized numbers within the 0.0 to 1.0 range.
<distance to opaque> This is the distance, in game units, until the fog becomes totally opaque, as measured from the point of view of the observer. By making the height of the fog brush shorter than the distance to opaque , the apparent density of the fog can be reduced (because it never reaches the depth at which full opacity occurs)…
The fog volume can only have one surface visible (from outside the fog).
Fog must be made of one brush. It cannot be made of adjacent brushes.
Fog brushes must be axial. This means that only square or rectangular brushes may contain fog, and those must have their edges drawn along the axes of the map grid (all 90 degree angles).