Tremulous Forum
Media => Mapping Center => Topic started by: Hugoagogo on June 07, 2008, 06:32:32 am
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Arg
in my map pitfall
http://tremulous.net/forum/index.php?topic=7979.0
i want to put a block of fog into the pits so you cant see the bottom i can make white fog that has very short visibility but i need a black fog with allot further viability i tried editing the shader here is what i used
qer_editorimage textures/outdoor/sfx_fog_timctf1.tga
surfaceparm trans
surfaceparm nonsolid
surfaceparm fog
surfaceparm nolightmap
fogparms ( 1 1 1 ) 8192
its based on one in transit or somethin like that anyway help would be appreciated
i appologise for however ive offended people with my grammar and spelling
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http://q3map2.everyonelookbusy.net/shader_manual/ch2.htm#fogparms
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yea ok i got the rgb value worng but nothing i do to the shader seems to affect the fog it is always white with the same visability.
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can someone plese give me a fog shader thats black and has about 2048 visibility
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Make it yourself, you have been given all the information you need. If you are not able to make it yourself, give up on mapping, because you will probably come across much nastier shaders than this.
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i made it i even tried coppying it directly from other levels (fixing up names of files) but it dosent work i always get identical white fog)
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i made it i even tried coppying it directly from other levels (fixing up names of files) but it dosent work i always get identical white fog)
textures/uncreation/fogfalloff
{
qer_editorimage textures/sfx/fog_black.tga
qer_nocarve
surfaceparm trans
surfaceparm nonsolid
surfaceparm fog
surfaceparm nolightmap
fogparms ( .03 .01 .01 ) 2048
}
Try fucking around with this. Stop asking people to do things for you.
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still the same white fog is there any special compile that is needed i have been useing
(test) BSP -meta, -vis, -light -fast -filter
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Compile switches don't matter in this case. If you keep on getting white fog, get the RGB values right.
[PS] If you keep on getting the same white fog, your RGB values are not right.
[PS2] You sure your own fog shader is actually being used, and not the fog shader from some other map?
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well as for the rgb values i coppied your shader exactly ecept for the title changed from uncreation then i copied the whole textures/mapname/texturename thing and pasted it into surface inspector window or somethig like
and yes im shure its useing the right texture because it messes up when i delete the shader
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For a fog shader, the texture does not matter, it is merely a placeholder, so you can recognize fog volumes in Radiant.
I myself have toyed with that Uncreation shader and I never had trouble with it, so I am having difficulties trying to figure out what you are doing wrong.
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try this
textures/uncreation/fogfalloff
{
qer_editorimage textures/sfx/fog_black.tga
qer_nocarve
surfaceparm trans
surfaceparm nonsolid
surfaceparm fog
surfaceparm nolightmap
fogparms ( .00 .00 .00 ) 2048
}
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dosent affect it still the same useless annoying fog, nothing i do to the fogparams changes it its always white with short visability
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try this
textures/uncreation/fogfalloff
{
qer_editorimage textures/sfx/fog_black.tga
qer_nocarve
surfaceparm trans
surfaceparm nonsolid
surfaceparm fog
surfaceparm nolightmap
fogparms ( .00 .00 .00 ) 0
}
that might work
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dosent affect it still the same useless annoying fog, nothing i do to the fogparams changes it its always white with short visability
Are you ABSOLUTELY sure that this is not due to a naming conflict? What is the full name of your fog shader?
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textures/outdoor/fogfalloff
{
qer_editorimage textures/sfx/fog_black.tga
qer_nocarve
surfaceparm trans
surfaceparm nonsolid
surfaceparm fog
surfaceparm nolightmap
fogparms ( .00 .00 .00 ) 2048
}
outdoor shader is the shader i use for all of my shader testing
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dont know if this helps but noclip dosent work on my map either
edit i did something now the shader is stuck with the white and grey no shader texture thingy but it is non solid
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noclip doesn't work: not devmap or you were a spec.
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aha ive solved it i created the effect i wanted using negative lighting oh well no fog but yay it works