Q3 MOD & Foghulls, dont work, (not yer typical foghull p


(Axedup) #1

:bash:

Hello, Ive been making the basic map inside q3 and the foghull works beautifully :slight_smile:

Its come to the point for creating the map to work for the specific mod and when I load it up the entire map is black

If u run r_showtris 1 u can see all the brushwork but everything is pure darkness.

I retested it in q3 and all ok.

I deleted the fog brush, and pasted the foghull with a normal sky texture and it worked.

I Thought foghulling was a q3 specific trick which should work on all mods that are q3 based.

Plz help, coz this is a major kick in the plums :moo: :banghead:

Thx in advance…

Axedup


(Old_Fellow) #2

Post your foghull shader.


(Axedup) #3

Ok thx man here goes…

textures/axedup/fog_grey
{
surfaceparm fog
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
qer_trans 0.75
fogparms ( 0.5 0.5 0.5 ) 1536
}

textures/axedup/foghull_grey
{
qer_editorimage textures/axedup/fog_grey.tga
surfaceparm noimpact
surfaceparm nolightmap
skyParms textures/env/foghull_grey/foghull_grey 0 -
}

Thx

Axedup :drink:


(Axedup) #4

Oh and other setting…

_farplanedist 1548

Axedup


(Old_Fellow) #5

Try that for your skybox:

textures/axedup/foghull_grey
{
qer_editorimage textures/axedup/fog_grey.tga
q3map_surfacelight 25
q3map_sun 1 1 1 100 90 60
surfaceparm noimpact
surfaceparm nolightmap
skyParms textures/env/foghull_grey/foghull_grey 0 -
}

You can play with all the values and use q3map_sun OR q3map_surfacelight or both as showed above.


(Axedup) #6

Thx man, I’ll try it, but Why dont the light entities work?

Thats whats bugging me :???:

BRB, Testing…

Axedup