removing fog from baserace b3


(MaxJenius) #1

I tried to remove he fog on the baserace b3 map, but i did not suceed.
I edited the shader but nothing hapened on my local server.
How can i remove the fog from the original map?

http://battlefield.planetwolfenstein.gamespy.com/baserace_beta3.htm


(IndyJones) #2

i think it require recompiling, but why would you do that? playing on it would be pain in the ass.


(MaxJenius) #3

I tried to recompil the map but i got this message: “map with no textures”


(MaxJenius) #4

Here is the code about which i think it’s supposed to control fog:

textures/cptnt_baserace/trenchfog
{
	qer_editorimage textures/cptnt_baserace/trenchfog.tga
	surfaceparm	trans
	surfaceparm	nonsolid
	surfaceparm	fog
	surfaceparm 	nodrop
	surfaceparm 	nolightmap
	q3map_globaltexture
	q3map_surfacelight 10
	fogparms ( .75 .75 .85 ) 128
	
	{
		map textures/cptnt_baserace/trenchfog.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen vertex
		alphaGen vertex
		tcmod scale -.05 -.05
		tcmod scroll .01 -.01
	}

	{
		map textures/cptnt_baserace/trenchfog.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen vertex
		alphaGen vertex
		tcmod scale .05 .05
		tcmod scroll .01 -.01
		rgbgen identity
	}


}
textures/cptnt_baserace/trenchfog
{
	qer_editorimage textures/cptnt_baserace/trenchfog.tga
	surfaceparm	trans
	surfaceparm	nonsolid
	surfaceparm	fog
	surfaceparm 	nodrop
	surfaceparm 	nolightmap
	q3map_globaltexture
	q3map_surfacelight 10
	fogparms ( .75 .75 .85 ) 3000 //fog is less blinder?
	
	{
		map textures/cptnt_baserace/trenchfog.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen vertex
		alphaGen vertex
		tcmod scale -.05 -.05
		tcmod scroll .01 -.01
	}

	{
		map textures/cptnt_baserace/trenchfog.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen vertex
		alphaGen vertex
		tcmod scale .05 .05
		tcmod scroll .01 -.01
		rgbgen identity
	}


}

But i see no change. :rolleyes:


(MaxJenius) #5

The pic:

textures/cptnt_baserace/trenchfog.tga

Does not even exist.
What is that?


(MaxJenius) #6

Nobody ?
I tried to re compil the map with a -nofog but it does not give a *.map or a *.bsp.


(IndyJones) #7

well, first of all, you would need a source of it or you would need to decompile it (pegazus, it’s not a thread for you, so stay away).


(merlin1991) #8

from splashdamage map scripting wiki:

setglobalfog <bool:restore> <int:duration> [float:r] [float:g] [float:b] [float:depthForOpaque]

    Changes the global fog in a map. 

you could try to use that command in the mapscript (at game_manager spawn)


(DerSaidin) #9

forcecvar r_wolffog 0


(MaxJenius) #10

[QUOTE=merlin1991;183606]from splashdamage map scripting wiki:

setglobalfog <bool:restore> <int:duration> [float:r] [float:g] [float:b] [float:depthForOpaque]

    Changes the global fog in a map. 

you could try to use that command in the mapscript (at game_manager spawn)[/QUOTE]

thank you but i cant find enought info about it.


(MaxJenius) #11

where do i have to write it? which script?


(-SSF-Sage) #12

Server cfg. Be aware that it only removes the fog, not fog clip. I assume he used it as a base for his visibility, and in that case, you would get hom effect.


(Wezelkrozum) #13

just change the shaderfile


(DerSaidin) #14

If you then want to see further, increase the cvar r_zfar the same way.


(-SSF-Sage) #15

So you can remove fog clipping with r_zfar? Anyway this whole thing might result in a laggy map.


(MaxJenius) #16

I cant remove the fog from this bloody map and i dont know why !:eek:

Can somebody help me ?


(Jecoliah) #17

Its in World spawn, in the below screen shot i have it highlighted, just remove it.

I am making a version with no fog myself.

Jec