Sky Fog Problems


(Gringo Starr) #1

I’m having problems with sky fog in RTCW. The brushwork sort of shines and/or doesn’t fog properly. That center piece of building that is dark, is a couple thousand units tall, but it’s not the only brush which it looks funky on. I’m using textures under 10k on all the brushwork (only the windows have a shader), but I don’t think that should be a problem. Are there any limits on the height of a skybox using fog?


(ydnar) #2

Does the building have a shader on it?


(Gringo Starr) #3

Only the windows. And I used the shader for those from my other fogged map where they work.

And so you get an idea of how tall it is…


(Mr_Tickles) #4

I’m drooling over that water :stuck_out_tongue:


(Gringo Starr) #5

That’s the only thing in the screenshot I didn’t make. Thank you. :slight_smile:


(Mr_Tickles) #6

Lol, sorry… I like the skyscraper too :slight_smile:


(Gringo Starr) #7

np Tickles lol. Ok, the building looks “good” in vertex mode, as seen below. Maybe I’ll try a nocollapse compile?


(kat) #8

, is a couple thousand units tall

Try breaking the offending brush into shorter sections. WolfFog is notoriously bad at fogging big brushes


(Gringo Starr) #9

Thanks Kat. Yeah, I thought of that, but my r_speeds will go through the roof! No pun intended. :slight_smile:


(Gringo Starr) #10

Ok, I got it working, partially due to Kat’s suggestion. :slight_smile: Fogvars in the sky very light (10000 units), and a fog brush around the bottom with a 2000 unit density. Then, I made seperate brushes for the building which is inside the thicker fog.


(ratty redemption) #11

@Gringo, is that water a skybox tex?


(Gringo Starr) #12

Yes, although I’m not sure who made it. It’s part of the DG Mod media. Can’t that be done in TerraGen quite easily?


(MadJack) #13

That skybox was made with Terragen I’m almost 100% sure.

AFAIK you can’t make that kind of skybox with EasyGen but hey, maybe someone more clever than me could :slight_smile:


(WolfWings) #14

Maybe it’s just me… but that entire building just SCREAMS to use intersecting, layered textures. No need to use actual brushwork for each individual window and have your r_speeds skyrocket, seems like it would be better to use texture-mapping with two shells, and a couple extra single over-sized polygons to create the window trim… a couple hundred triangles total.

That is, assuming you can’t get inside each and every single individual window, which seems a relatively safe assumption, no offense. :slight_smile:


(Gringo Starr) #15

Thanks Wings, but I doubt r_speeds will be a problem. The only reason you won’t be able to get through each window is because of the entity limit. Take a guess at the r_speeds of the bldg in the following screenshot. The only thing on the inside are columns, and interior walls around the perimeter (for texturing purposes).


(ratty redemption) #16

thanx guys and I thought it looked like a render, very nice although it would be even better if it animated.

I also agree with WolfWings about the tris reduction :wink:

@WolfWings, your avatar image hasn`t worked for me in a while, is it a broken link?


(Gringo Starr) #17

Do you guys even read these posts? lol There is no r_speed problem. But, WolfWings, maybe you could explain “would be better to use texture-mapping with two shells, and a couple extra single over-sized polygons to create the window trim”. I don’t get it. Is that modelling speak?


(Rummie) #18

Gringo -

The problem is your brush length. I had the same problem in Normandy and I had to break the fences up into smaller brushes. The fogclip in that map is 2300 and if your brush is longer than the fog clip,you will get the weird fog shine.


(Gringo Starr) #19

Thanks Rummie. Yeah, Kat helped me realize that too of course.


(Rummie) #20

oops missed that post