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Need Fog!!!!!!!!!!!!!!!!!!!!!!

Started by DIGI_Byte, October 20, 2006, 02:35:07 AM

DIGI_Byte

Im making a Large map thats is a type of power plant It has a high large drop and a trigger_hurt at the bottom trouble is, you can see the bottom, I would like a white fog that not too thick to make it look more beleivable.
can any one help?

poto killer

you should show some screen shots to give examples

DIGI_Byte

Quote from: poto killeryou should show some screen shots to give examples

I would but i can't right now, I'm supposed to be doing work (graphic design)

its a drop that falls about 1024 units but you can still see the base so i need a fog to hide the bottom, i saw a tutorial that made it snow particles (sand storm) you could adjust speed angle and thickness. that would be great  but i can't find it. its a counter strike map tutorial somewhere.

Almost forgot i adjusted it to 3000 (too big?)


Lava Croft

You need a fog shader!

This is the one from powergrid_b25:

textures/powergrid/fog
{
qer_editorimage textures/powergrid/fog.tga
surfaceparm   trans
surfaceparm   nonsolid
surfaceparm   fog
surfaceparm   nolightmap
qer_nocarve
fogparms ( 0.7 0.7 0.7 ) 1400

}

DIGI_Byte

Quote from: Lava CroftYou need a fog shader!

This is the one from powergrid_b25:....fogparms ( 0.7 0.7 0.7 ) 1400

}

Uggh... it didn't work it came up as a white box that i could walk through and it was hollow inside and through trial and error with other tutorials it never work remotely anything like fog.

btw i think i need help from some one who is patient and understands how GTKR works i.e common shaders and such.

this is what im after...

http://bubba.planetquake.gamespy.com/fog2.html

WolfWings ShadowFlight

Quote from: DIGI_ByteUggh... it didn't work it came up as a white box that i could walk through and it was hollow inside and through trial and error with other tutorials it never work remotely anything like fog.

You need to make the fog brush as a 6-sided cube aligned with the XYZ axis. I.E. A flat rectangular prism. All sides except one should be inside other walls or extended all the way into the void, as the Q3A engine can only have one plane as an entrance to any given fog volume.

I.E. If the pit is rectangular, the fog brush should be almost the full height of the pit, slightly wider in both directions, and extend down below the bottom of the pit.