I created a big-terrain-map and to dont let it eat all the FPS (:)) i created a foghull with _farplanedist etc…
But the Water inside the map looks just normal and is not affected by the hull 
2nd i wanted to have a Sky above the Fog that shines through it (if you are hight enough… ) but i cant get this working properly together 
Any ideas what to change/fix?
Q3-Map with Foghull and Water/Sky ?
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maybe the water brush is too big and hence it doesnt get clipped by _farplanedist
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how about making a masked sky shader like in ydnars slterra sample map and then making the fog the same color as the mask in the sky shader. then you would have visible sky and fogged brushes. i tried this with wolf fog(fogvars) and it looked more or less ok.
- maybe the water brush is too big and hence it doesnt get clipped by _farplanedist
That is very possible 
But the clipping is one thing… the waters surface isn’t affected by the Fog like all other surfaces (even terrain), and that looks sh… 
Another thing is : how do i get another additional fog inside the Foghull?
My watershader has fog included and i had to lift the fughulls surface so it touches the watersurface . Now the Water-Fog works again , but i don’t know if this is THAT ok…
(the waters surface wasn’t affected by the foghull before , too…btw)
Another guy was having that water problem in Q3, except with lava. He used a different lava shader and it was fixed.
could you post the water shader? for what game are you mapping? is this real fog that you are using like in the foghull tutorial in the manual?
usually there are two parameters that cause a surface not to be fogged:
q3map_nofog(for the real fog)
nofog(wolf fog i think)
and then there is a pre stage control for fog with “fog on” but i never made this work
I’m mapping for q3f .
My watershader is like this:
textures/q3f_islewar/water1
{
q3map_surfacelight 80
q3map_globaltexture
qer_trans .5
surfaceparm trans
surfaceparm nonsolid
q3map_lightimage textures/q3f_xyz/pool.tga
qer_editorimage textures/q3f_xyz/pool.tga
deformVertexes move 0 0 -2 sin -1 1 0 -.2
surfaceparm nolightmap
surfaceparm fog //FOG inside the water
fogparms ( .1 .2 .2 ) 512
surfaceparm water
cull disable
{
Map textures/q3f_xyz/pool.tga
blendFunc GL_DST_COLOR GL_ZERO
tcMod turb .1 .1 0 .021
tcMod scale .4 .8
tcMod scroll -.080 -.075
rgbgen identity
}
{
map textures/liquids/pool3d_5e.tga
blendFunc filter
tcMod turb .1 .03 .1 .01
tcMod scale .7 .7
tcMod stretch sin 1 .1 0 .01
tcMod scroll 0 .025
rgbgen identity
}
}
until now this worked fine … maybe there are some errors !??
And it’s real Fog afaik 
likely you should delete the “deformvertexes” key to avoid a bad effect at the edges… this is what happens to me.
Call me ignorant, but surfaceparm fog seems to be a troublesome declaration for a brush within a fog brush.
it WAS inside the fogbrush … i had to rise the Global-fog to reenable the water-fog …
see:
Another thing is : how do i get another additional fog inside the Foghull?
My watershader has fog included and i had to lift the fughulls surface so it touches the watersurface . Now the Water-Fog works again , but i don’t know if this is THAT ok…
(the waters surface wasn’t affected by the foghull before , too…btw)
glad you could solve the prob. i didnt know this “surfaceparm fog”. seems to be q3f specific. in wolf there is waterfogvars for fog in water but i used real fog in my last map for fog in water
Fixed bug where tesselated brush face surfaces were not being fogged
THis was exactly my problem with the fog on water… 
THX Ydnar!