Use FOG and SKYBOX together


(KENNITHH) #1

Hi there

I was wondering if you could use fog (in the worldspawn) and a skybox together.
If so, how can I?

Thanks in advance

Greetings


(Mateos) #2

For the fog, see:
http://games.chruker.dk/enemy_territory/entities.php?action=show_entity&entity_name=worldspawn

You mean a fog effect, like clouds, or a simple fog on the terrain?


(KENNITHH) #3

I mean the _fog in the worldspawn, I’m using this skybox & fog ; but when I use the fog with the skybox, it doesn’t show my skybox anymore. I do think I can use fog but then I would have to create manual brushes in the map for fog which would be a pain (fueldump is the map I’m editing)

textures/mymap/mymap
{
qer_editorimage textures/mymap/env/sky_arc_masked.tga

q3map_sunExt 0.95 0.95 1 180 210 28 3 16

q3map_lightRGB 0.95 0.95 1
q3map_lightmapFilterRadius 0 64
q3map_skylight 105 3
q3map_surfacelight 220

surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap

skyparms textures/mymap/env/mymap 1024 -

nopicmip
nomipmaps

{
map textures/mymap/env/sky_clouds.tga
tcMod scale 3 3
tcMod scroll 0.005 -0.0125
rgbGen identityLighting
}
{
map textures/mymap/env/sky_arc_masked.tga
blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
tcMod transform 0.25 0 0 0.25 0.1075 0.1075
rgbGen identityLighting
}
}

textures/mymap/fog
{
qer_editorimage textures/tools/editor_images/qer_fogblack

surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
surfaceparm fog

fogparms ( 0.09411 0.09803 0.12549 ) 6000
}


(Avoc) #4

add ‘nofog’ to your skybox shader.


(KENNITHH) #5

Where exactly do I have to place the nofog?

Sorry but I’m not so known with fog shaders but a light fog with a night sky would look great in this map.

Just noticed I’m using your skyboxes :smiley: ! They are really awesome , I just checked it’s shaders and I saw a command like q3map_noFog, is this what you mean?


(Mateos) #6

shader_name
{
args (Here)
}

Edit:
http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_noFog


(KENNITHH) #7

Yeah I tried that, I might’ve forgotten to say that I’m creating the map for Soldier of Fortune II - Double Helix (I’m posting here because the SoF2 forums are as good as dead and the ones of ET and JK3 are pretty much alive.

So I think the q3map_noFog has been added after SoF2 has been created so it isn’t compatible with sof2.

I’m using the Turbulent Blue sky of Avoc and his shader (a bit modified, added surfacelight) and it includes the q3map_noFog, then I used my fog to test the combination of it and doesn’t work. So yeah probably not compatible with sof2.

Thanks anyways guys and sorry if I wasted your time !