Q3 style fog areas..


(Jaquboss) #1

I have tried to replicate Q3 style fog ( like in q3dm4 - http://img.photobucket.com/albums/v690/jaquboss/shot0002.jpg ), BUT I can’t do that…
My result is blocky and really ugly ( same thing is in temple map too ) , so is it possible to make nice fog like in Q3 in ET ? I guess it is mapping trick or broken render , becasue i tried Q3 shaders as well…
Take a look at my try http://img.photobucket.com/albums/v690/jaquboss/2005-07-04-123149-map.jpg


(carnage) #2

i also would like to know this, ive tried to write seval shaders with similar results to jaquboss

does anyone know how they made the catacmobs fog in rtcw that is very light at the surface and become extreamly dense in the lower levels?


(Jaquboss) #3

it must be mapping trick , or ET renders it diffirently…
I hope that it is trick , because my result sucks in all way…


(carnage) #4

it seems the problem with your fog (which i also had) is that the fade distance is very short. perhaps there is a way int he sahder to make the fade longer

looking at the catacombs rtcw map wonderd for a lot of fog if they just used a semi transparent brush close to the ground that was non solid (similar to water)
though this as the fog way often so close that you couldnt actauly get though it and the there seemed to be no fade distance

EDIT// found this, havent reald it closely but did notice something about the draw to opaque shader line so that may be what we need. It also lists the rule need to make fog work

http://www.planetquake.com/lordsquart/tuts/bas_eng_tut_10/main.asp


(]UBC[ McNite) #5

does anyone know how they made the catacmobs fog in rtcw that is very light at the surface and become extreamly dense in the lower levels?

I m not sure which level you mean, but the only way to create different densities is to use several fog-shaders with different densities set in the shaders. You might want to search for the keyword multivolume fog. Its basically large brushes you apply a fog shader to which are big enough so all the rooms you want the fog in are in that fog brush. (You can use several of those fog shader brushes too.)
The same way you can have fog in a terrain but not have any fog inside buildings because you build the fog brushes around the buildings (multivolume fog).
Warning: using multivolume fog in large terrains gives you serious FPS drops.


(Jaquboss) #6

Well , look at these , it seems that ET instanty puts there opaque instead anything smooth ( see this screenshot with nearest textures sampling )

also , Q3 renders fog diffirently if you are in it and if you are out it…
here are screenshots,


So i guess that something is broken in ET client :frowning:
Only solution is tuning opaque distance , and place fogs to place where you can be only close to it ( because unlike Q3 ET seems to still render fog more opaque even player isnt in it…
If anyone will work on new patch , this will be good thing to fix…


(]UBC[ McNite) #7

I think you should post your shaders and make clear which shaders produce which pics… otherwise i cant help you.


(Jaquboss) #8

generaly , all similar :



{
   qer_editorimage xxx
   surfaceparm   trans
   surfaceparm   nonsolid
   surfaceparm   fog
   surfaceparm   nolightmap
   fogparms ( x x x ) x
} 

shot0003 and shot0004 has textures there , but it doesnt mind because shot0001 uses shader similar to one i am posting now…
EDIT:
I found another , it seems that it is inverted , dont know what but look at screenshot , above my legs is fog brush , but it looks like that it is at my legs level…
Just see another screenshot…

and here is map ( no arena file , and because freewebs you must copy link to navbar )
http://www.freewebs.com/jaquboss/zzmymap.pk3


(Jaquboss) #9

So i think i got the problem !
http://img.photobucket.com/albums/v690/jaquboss/2005-07-06-235955-map.jpg shows it…
If you are in fog , it has smooth edges , if you are outside it is sharp (in Q3 it is inverted) , also as you can see that fogging on that model is inverted…
Maybe i have to do something with brush , or it is wrong render…
Opaque problem is because not so smooth opacity change , can be partialy solved ( or fully :slight_smile: ) by changing shader , lets no longer take it as problem…
So any ideas why it is inverted?


(The Wanderer) #10

There’s nothing wrong with the fog in ET
The first and most important rule of fog is that the fog brush has to be entered from one side only.
Obey this rule and your fog will be fine.

Just in case here’s your sample map “fixed” to show you what i mean.


// entity 0
{
"mapcoordsmaxs" "256 -256"
"mapcoordsmins" "-256 256"
"classname" "worldspawn"
// brush 0
{
( -328 16 344 ) ( -328 -200 344 ) ( -328 -200 152 ) sfx/xredfog -32 -16 0 0.500000 0.500000 0 72 0
( 32 264 320 ) ( -328 264 320 ) ( -328 264 128 ) sfx/xredfog 0 -16 0 0.500000 0.500000 0 72 0
( 328 -208 344 ) ( 328 8 344 ) ( 328 8 152 ) sfx/xredfog -32 -16 0 0.500000 0.500000 0 72 0
( -224 -392 344 ) ( 136 -392 344 ) ( 136 -392 152 ) sfx/xredfog 0 -16 0 0.500000 0.500000 0 72 0
( -320 -200 320 ) ( -320 16 320 ) ( 40 16 320 ) sfx/xredfog 0 32 0 0.500000 0.500000 0 72 0
( 48 16 -200 ) ( -312 16 -200 ) ( -312 -200 -200 ) sfx/xredfog 0 32 0 0.500000 0.500000 0 72 0
}
// brush 1
{
( 384 -448 -232 ) ( 320 -384 -232 ) ( 384 -448 -40 ) assault/awall_m01 0 48 0 0.500000 0.500000 0 0 0
( 320 256 -232 ) ( 384 320 -232 ) ( 320 256 -40 ) assault/awall_m01 0 48 0 0.500000 0.500000 0 0 0
( 384 -448 -40 ) ( 384 -232 -40 ) ( 384 -232 -232 ) assault/awall_m01 0 48 0 0.500000 0.500000 0 0 0
( 320 -232 -280 ) ( 320 -448 -280 ) ( 320 -448 -472 ) bunker_sd/int_wall01 0 0 0 0.500000 0.500000 0 0 0
( 376 -232 536 ) ( 376 -448 536 ) ( 312 -448 536 ) assault/awall_m01 0 0 0 0.500000 0.500000 0 0 0
( 328 -424 -256 ) ( 392 -424 -256 ) ( 392 -208 -256 ) assault/awall_m01 0 0 0 0.500000 0.500000 0 0 0
}
// brush 2
{
( -384 -448 -232 ) ( -320 -384 -232 ) ( -384 -448 -40 ) assault/awall_m01 0 -208 0 0.500000 0.500000 0 0 0
( 320 -384 -232 ) ( 384 -448 -232 ) ( 320 -384 -40 ) assault/awall_m01 0 -208 0 0.500000 0.500000 0 0 0
( -384 -448 -40 ) ( -168 -448 -40 ) ( -168 -448 -232 ) assault/awall_m01 0 -208 0 0.500000 0.500000 0 0 0
( -168 -384 -40 ) ( -384 -384 -40 ) ( -384 -384 -232 ) bunker_sd/int_wall01 0 0 0 0.500000 0.500000 0 0 0
( -168 -440 536 ) ( -384 -440 536 ) ( -384 -376 536 ) assault/awall_m01 0 0 0 0.500000 0.500000 0 0 0
( -416 -384 -256 ) ( -416 -448 -256 ) ( -200 -448 -256 ) assault/awall_m01 0 0 0 0.500000 0.500000 0 0 0
}
// brush 3
{
( 384 320 -232 ) ( 320 256 -232 ) ( 384 320 -40 ) assault/awall_m01 0 -208 0 0.500000 0.500000 0 0 0
( -320 256 -232 ) ( -384 320 -232 ) ( -320 256 -40 ) assault/awall_m01 0 -208 0 0.500000 0.500000 0 0 0
( 384 320 -40 ) ( 168 320 -40 ) ( 168 320 -232 ) assault/awall_m01 0 -208 0 0.500000 0.500000 0 0 0
( 168 256 -40 ) ( 384 256 -40 ) ( 384 256 -232 ) bunker_sd/int_wall01 0 0 0 0.500000 0.500000 0 0 0
( 168 312 536 ) ( 384 312 536 ) ( 384 248 536 ) assault/awall_m01 0 0 0 0.500000 0.500000 0 0 0
( 408 256 -256 ) ( 408 320 -256 ) ( 192 320 -256 ) assault/awall_m01 0 0 0 0.500000 0.500000 0 0 0
}
// brush 4
{
( 320 -384 -192 ) ( 320 -384 0 ) ( 192 -256 0 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( -320 -384 -192 ) ( -320 -384 0 ) ( 320 -384 0 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( -320 -384 0 ) ( -320 -384 -192 ) ( -192 -256 -192 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( 192 -256 0 ) ( -192 -256 0 ) ( -192 -256 -8 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( 192 -256 0 ) ( 192 -320 0 ) ( -192 -320 0 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( -200 -320 -192 ) ( 184 -320 -192 ) ( 184 -256 -192 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
}
// brush 5
{
( -320 -384 -192 ) ( -320 -384 0 ) ( -192 -256 0 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( -320 256 -192 ) ( -320 256 0 ) ( -320 -384 0 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( -320 256 0 ) ( -320 256 -192 ) ( -192 128 -192 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( -192 -256 0 ) ( -192 128 0 ) ( -192 128 -8 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( -192 -256 0 ) ( -256 -256 0 ) ( -256 128 0 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( -256 136 -192 ) ( -256 -248 -192 ) ( -192 -248 -192 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
}
// brush 6
{
( 320 256 -192 ) ( 320 256 0 ) ( 192 128 0 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( 320 -384 -192 ) ( 320 -384 0 ) ( 320 256 0 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( 320 -384 0 ) ( 320 -384 -192 ) ( 192 -256 -192 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( 192 128 0 ) ( 192 -256 0 ) ( 192 -256 -8 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( 192 128 0 ) ( 256 128 0 ) ( 256 -256 0 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( 256 -264 -192 ) ( 256 120 -192 ) ( 192 120 -192 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
}
// brush 7
{
( -312 352 -256 ) ( -376 352 -256 ) ( -376 136 -256 ) assault/awall_m01 0 0 0 0.500000 0.500000 0 0 0
( -376 104 536 ) ( -376 320 536 ) ( -312 320 536 ) assault/awall_m01 0 0 0 0.500000 0.500000 0 0 0
( -320 104 -40 ) ( -320 320 -40 ) ( -320 320 -232 ) bunker_sd/int_wall01 0 0 0 0.500000 0.500000 0 0 0
( -384 320 -40 ) ( -384 104 -40 ) ( -384 104 -232 ) assault/awall_m01 0 -208 0 0.500000 0.500000 0 0 0
( -320 -384 -232 ) ( -384 -448 -232 ) ( -320 -384 -40 ) assault/awall_m01 0 -208 0 0.500000 0.500000 0 0 0
( -384 320 -232 ) ( -320 256 -232 ) ( -384 320 -40 ) assault/awall_m01 0 -208 0 0.500000 0.500000 0 0 0
}
// brush 8
{
( -128 120 48 ) ( -128 56 48 ) ( -128 56 -128 ) common/ladder 16 0 0 0.500000 0.500000 0 13 0
( -64 120 48 ) ( -128 120 48 ) ( -128 120 -128 ) common/ladder 0 0 0 0.500000 0.500000 0 13 0
( -80 56 48 ) ( -80 120 48 ) ( -80 120 -128 ) common/ladder 16 0 0 0.500000 0.500000 0 13 0
( -128 104 48 ) ( -64 104 48 ) ( -64 104 -128 ) common/ladder 0 0 0 0.500000 0.500000 0 13 0
( -128 56 48 ) ( -128 120 48 ) ( -64 120 48 ) common/ladder 0 -16 0 0.500000 0.500000 0 13 0
( -64 152 -184 ) ( -128 152 -184 ) ( -128 88 -184 ) common/ladder 0 -16 0 0.500000 0.500000 0 13 0
}
// brush 9
{
( -72 128 -184 ) ( -88 128 -184 ) ( -88 112 -184 ) assault/metal_c07a 32 0 0 0.500000 0.500000 0 0 0
( -88 112 48 ) ( -88 128 48 ) ( -72 128 48 ) assault/metal_c07a 32 0 0 0.500000 0.500000 0 0 0
( -104 120 48 ) ( -88 120 48 ) ( -88 120 -184 ) assault/metal_c07a 32 0 0 0.500000 0.500000 0 0 0
( -80 112 48 ) ( -80 128 48 ) ( -80 128 -184 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -72 128 48 ) ( -88 128 48 ) ( -88 128 -184 ) assault/metal_c07a 32 0 0 0.500000 0.500000 0 0 0
( -88 128 48 ) ( -88 112 48 ) ( -88 112 -184 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
}
// brush 10
{
( -120 136 32 ) ( -120 120 32 ) ( -120 120 -200 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -88 128 32 ) ( -120 128 32 ) ( -120 128 -200 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -88 120 32 ) ( -88 136 32 ) ( -88 136 -200 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -112 120 32 ) ( -80 120 32 ) ( -80 120 -200 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -120 120 32 ) ( -120 136 32 ) ( -88 136 32 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -88 144 24 ) ( -120 144 24 ) ( -120 128 24 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
}
// brush 11
{
( -128 128 48 ) ( -128 112 48 ) ( -128 112 -184 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -112 128 48 ) ( -128 128 48 ) ( -128 128 -184 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -120 112 48 ) ( -120 128 48 ) ( -120 128 -184 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -144 120 48 ) ( -128 120 48 ) ( -128 120 -184 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -128 112 48 ) ( -128 128 48 ) ( -112 128 48 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -112 128 -184 ) ( -128 128 -184 ) ( -128 112 -184 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
}
// brush 12
{
( -88 144 -16 ) ( -120 144 -16 ) ( -120 128 -16 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -120 120 -8 ) ( -120 136 -8 ) ( -88 136 -8 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -112 120 -8 ) ( -80 120 -8 ) ( -80 120 -240 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -88 120 -8 ) ( -88 136 -8 ) ( -88 136 -240 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -88 128 -8 ) ( -120 128 -8 ) ( -120 128 -240 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -120 136 -8 ) ( -120 120 -8 ) ( -120 120 -240 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
}
// brush 13
{
( -120 136 -48 ) ( -120 120 -48 ) ( -120 120 -280 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -88 128 -48 ) ( -120 128 -48 ) ( -120 128 -280 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -88 120 -48 ) ( -88 136 -48 ) ( -88 136 -280 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -112 120 -48 ) ( -80 120 -48 ) ( -80 120 -280 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -120 120 -48 ) ( -120 136 -48 ) ( -88 136 -48 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -88 144 -56 ) ( -120 144 -56 ) ( -120 128 -56 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
}
// brush 14
{
( -88 144 -96 ) ( -120 144 -96 ) ( -120 128 -96 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -120 120 -88 ) ( -120 136 -88 ) ( -88 136 -88 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -128 120 -88 ) ( -96 120 -88 ) ( -96 120 -320 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -88 120 -88 ) ( -88 136 -88 ) ( -88 136 -320 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -88 128 -88 ) ( -120 128 -88 ) ( -120 128 -320 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -120 136 -88 ) ( -120 120 -88 ) ( -120 120 -320 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
}
// brush 15
{
( -120 136 -120 ) ( -120 120 -120 ) ( -120 120 -352 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -88 128 -120 ) ( -120 128 -120 ) ( -120 128 -352 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -88 120 -120 ) ( -88 136 -120 ) ( -88 136 -352 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -112 120 -120 ) ( -80 120 -120 ) ( -80 120 -352 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -120 120 -120 ) ( -120 136 -120 ) ( -88 136 -120 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -88 144 -128 ) ( -120 144 -128 ) ( -120 128 -128 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
}
// brush 16
{
( -88 144 -168 ) ( -120 144 -168 ) ( -120 128 -168 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -120 120 -160 ) ( -120 136 -160 ) ( -88 136 -160 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -112 120 -160 ) ( -80 120 -160 ) ( -80 120 -392 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -88 120 -160 ) ( -88 136 -160 ) ( -88 136 -392 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -88 128 -160 ) ( -120 128 -160 ) ( -120 128 -392 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
( -120 136 -160 ) ( -120 120 -160 ) ( -120 120 -392 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
}
// brush 17
{
( 320 -208 -256 ) ( -320 -208 -256 ) ( -320 -384 -256 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( -320 -384 -192 ) ( -320 -208 -192 ) ( 320 -208 -192 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( -320 -384 -192 ) ( 320 -384 -192 ) ( 320 -384 -264 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( 320 -384 -192 ) ( 320 -208 -192 ) ( 320 -208 -264 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( 320 256 -192 ) ( -320 256 -192 ) ( -320 256 -264 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( -320 -208 -192 ) ( -320 -384 -192 ) ( -320 -384 -264 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
}
// brush 18
{
( 200 192 -192 ) ( -184 192 -192 ) ( -184 128 -192 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( -192 128 0 ) ( -192 192 0 ) ( 192 192 0 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( -192 128 0 ) ( 192 128 0 ) ( 192 128 -8 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( 320 256 0 ) ( 320 256 -192 ) ( 192 128 -192 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( 320 256 -192 ) ( 320 256 0 ) ( -320 256 0 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
( -320 256 -192 ) ( -320 256 0 ) ( -192 128 0 ) bunker_sd/concrete_c07bcmp_sand 0 0 0 0.500000 0.500000 0 0 0
}
// brush 19
{
( -72 -8 376 ) ( -72 -144 376 ) ( -72 -144 344 ) assault/metal_c07a -32 0 0 0.500000 0.500000 0 0 0
( 144 -8 376 ) ( -72 -8 376 ) ( -72 -8 344 ) assault/metal_c07a -96 0 0 0.500000 0.500000 0 0 0
( 64 -144 376 ) ( 64 -8 376 ) ( 64 -8 344 ) assault/metal_c07a -32 0 0 0.500000 0.500000 0 0 0
( -72 -144 376 ) ( 144 -144 376 ) ( 144 -144 344 ) assault/metal_c07a -96 0 0 0.500000 0.500000 0 0 0
( -72 -144 376 ) ( -72 -8 376 ) ( 144 -8 376 ) assault/metal_c07a -96 32 0 0.500000 0.500000 0 0 0
( 136 -8 368 ) ( -80 -8 368 ) ( -80 -144 368 ) metal_misc/ametal_m07a 0 0 0 0.500000 0.500000 0 0 0
}
// brush 20
{
( -384 320 600 ) ( -384 256 600 ) ( -384 256 536 ) assault/awall_m01 0 -208 0 0.500000 0.500000 0 0 0
( -232 320 600 ) ( -376 320 600 ) ( -376 320 536 ) assault/awall_m01 0 -208 0 0.500000 0.500000 0 0 0
( 384 256 592 ) ( 384 320 592 ) ( 384 320 528 ) assault/awall_m01 0 -208 0 0.500000 0.500000 0 0 0
( -352 -448 600 ) ( -208 -448 600 ) ( -208 -448 536 ) assault/awall_m01 0 -208 0 0.500000 0.500000 0 0 0
( -376 256 600 ) ( -376 320 600 ) ( -232 320 600 ) assault/awall_m01 0 0 0 0.500000 0.500000 0 0 0
( -232 320 536 ) ( -376 320 536 ) ( -376 256 536 ) assault/metal_c07a 0 0 0 0.500000 0.500000 0 0 0
}
// brush 21
{
( -46 240 499 ) ( -46 256 499 ) ( 9 256 545 ) metal_misc/diamond_c_01 0 0 0 0.500000 0.500000 0 0 0
( -71 240 457 ) ( -71 256 457 ) ( -58 256 528 ) metal_misc/diamond_c_01 0 0 0 0.500000 0.500000 0 0 0
( -62 240 408 ) ( -62 256 408 ) ( -98 256 470 ) metal_misc/diamond_c_01 0 0 0 0.500000 0.500000 0 0 0
( -25 240 376 ) ( -25 256 376 ) ( -93 256 401 ) metal_misc/diamond_c_01 0 0 0 0.500000 0.500000 0 0 0
( 25 240 376 ) ( 25 256 376 ) ( -43 256 351 ) metal_misc/diamond_c_01 0 0 0 0.500000 0.500000 0 0 0
( 62 240 408 ) ( 62 256 408 ) ( 26 256 346 ) metal_misc/diamond_c_01 0 0 0 0.500000 0.500000 0 0 0
( 71 240 457 ) ( 71 256 457 ) ( 84 256 386 ) metal_misc/diamond_c_01 0 0 0 0.500000 0.500000 0 0 0
( 46 240 499 ) ( 46 256 499 ) ( 101 256 453 ) metal_misc/diamond_c_01 0 0 0 0.500000 0.500000 0 0 0
( 0 240 516 ) ( 0 256 516 ) ( 72 256 516 ) metal_misc/diamond_c_01 0 0 0 0.500000 0.500000 0 0 0
( -80 -384 376 ) ( -80 -384 512 ) ( 64 -384 512 ) metal_misc/diamond_c_01 0 0 0 0.500000 0.500000 0 0 0
( 72 256 512 ) ( -72 256 512 ) ( -72 256 376 ) metal_misc/diamond_c_01 0 0 0 0.500000 0.500000 0 0 0
}
// brush 22
{
( -104 256 488 ) ( -104 224 488 ) ( -104 224 336 ) metal_misc/diamond_c_01 16 -48 0 0.500000 0.500000 0 0 0
( 120 256 488 ) ( -104 256 488 ) ( -104 256 336 ) metal_misc/diamond_c_01 -32 -48 0 0.500000 0.500000 0 0 0
( 120 224 488 ) ( 120 256 488 ) ( 120 256 336 ) metal_misc/diamond_c_01 16 -48 0 0.500000 0.500000 0 0 0
( -104 224 488 ) ( 120 224 488 ) ( 120 224 336 ) metal_misc/diamond_c_01 -32 -48 0 0.500000 0.500000 0 0 0
( -104 224 536 ) ( -104 256 536 ) ( 120 256 536 ) metal_misc/diamond_c_01 -32 -16 0 0.500000 0.500000 0 0 0
( 120 256 336 ) ( -104 256 336 ) ( -104 224 336 ) metal_misc/diamond_c_01 -32 -16 0 0.500000 0.500000 0 0 0
}
// brush 23
{
( 104 -352 328 ) ( -120 -352 328 ) ( -120 -384 328 ) metal_misc/diamond_c_01 0 -208 0 0.500000 0.500000 0 0 0
( -120 -384 528 ) ( -120 -352 528 ) ( 104 -352 528 ) metal_misc/diamond_c_01 0 -208 0 0.500000 0.500000 0 0 0
( -120 -384 480 ) ( 104 -384 480 ) ( 104 -384 328 ) metal_misc/diamond_c_01 0 -64 0 0.500000 0.500000 0 0 0
( 104 -384 480 ) ( 104 -352 480 ) ( 104 -352 328 ) metal_misc/diamond_c_01 208 -64 0 0.500000 0.500000 0 0 0
( 104 -352 480 ) ( -120 -352 480 ) ( -120 -352 328 ) metal_misc/diamond_c_01 0 -64 0 0.500000 0.500000 0 0 0
( -120 -352 480 ) ( -120 -384 480 ) ( -120 -384 328 ) metal_misc/diamond_c_01 208 -64 0 0.500000 0.500000 0 0 0
}
}
// entity 1
{
"classname" "info_player_deathmatch"
"origin" "-256 -64 24"
}
// entity 2
{
"origin" "-256 32 32"
"classname" "info_player_intermission"
}
// entity 3
{
"target" "limbo"
"origin" "-256 -224 192"
"classname" "info_limbo_camera"
}
// entity 4
{
"targetname" "limbo"
"origin" "-32 -48 16"
"classname" "info_null"
}
// entity 5
{
"origin" "-256 96 24"
"classname" "team_CTF_bluespawn"
}
// entity 6
{
"origin" "264 104 40"
"classname" "team_CTF_redspawn"
}
// entity 7
{
"light" "500"
"origin" "-8 -56 240"
"classname" "light"
}
// entity 8
{
"classname" "target_smoke"
"origin" "-32 -24 368"
"spawnflags" "14"
}
// entity 9
{
"spawnflags" "14"
"origin" "64 -56 376"
"classname" "target_smoke"
}
// entity 10
{
"classname" "target_smoke"
"origin" "16 -120 360"
"spawnflags" "14"
}
// entity 11
{
"spawnflags" "14"
"origin" "-56 -112 392"
"classname" "target_smoke"
}


(carnage) #11

umm is it posible that the fog part of the q3 engine may not be included with ET?

do they cut unused parts of the engine out to reduce the map size, just though of this cos i remember reading somewhere that ppl where suprised that the water peram was left in doom3 as they though they would of taken it out

EDIT// does anyone know where we could get a sampe fog q3 map and sum1 with a copy of q3 and level design knowledge to convert it to ET and we can test this