Fog

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
User avatar
Survivor
Posts: 4202
Joined: Fri Dec 27, 2002 8:00 am

Fog

Post by Survivor »

Can i control the density of fog and can it be done gradually? This is not ment for distance which would use the standard but more vertical wise.
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

fogParms (rgb) opacity

That any help? :(
User avatar
Survivor
Posts: 4202
Joined: Fri Dec 27, 2002 8:00 am

Post by Survivor »

opacity : This is the distance, in game units, until the fog becomes totally opaque, as measured from the point of view of the observer. By making the height of the fog brush shorter than the distance to opaque, the apparent density of the fog can be reduced (because it never reaches the depth at which full opacity occurs).
The fog volume can only have one surface visible (from outside the fog).
Fog must be made of one brush. It cannot be made of adjacent brushes.
Fog brushes must be axial. This means that only square or rectangular brushes may contain fog, and those must have their edges drawn along the axes of the map grid (all 90 degree angles).
I think that can solve my problem
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Just make a new shader dude :p
User avatar
Survivor
Posts: 4202
Joined: Fri Dec 27, 2002 8:00 am

Post by Survivor »

o'dium wrote:Just make a new shader dude :p
Never was into making shaders :tear:
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Then learn :p Its better than working around stuff all the time, like making fog brushes odd sizes etc etc :P
User avatar
Survivor
Posts: 4202
Joined: Fri Dec 27, 2002 8:00 am

Post by Survivor »

I like working around stuff. Besides this doesn't do it the way i want it. Let's say i want 300 units of vision horizontally but only 100 vertically. No shader will do that. Hell i doubt a trick will do that but i've got time to try.
sliver
Posts: 898
Joined: Fri May 06, 2005 12:25 am

Post by sliver »

that doesn't make sense. Even in real life, fog isn't directionally dense.

Just use 100:

Code: Select all

textures/survdm5/fog_100vis
{
		qer_editorimage textures/sfx/fog_grey.tga
		surfaceparm	trans
		surfaceparm	nonsolid
		surfaceparm	fog
		surfaceparm	nolightmap

		fogparms ( .9 .9 .9 ) 100
}
User avatar
Scourge
Posts: 15559
Joined: Mon Mar 25, 2002 8:00 am

Post by Scourge »

That's the whole point though. Why be realistic? Imagination is a beautiful tool if you don't overanalyze it.
User avatar
Survivor
Posts: 4202
Joined: Fri Dec 27, 2002 8:00 am

Post by Survivor »

It isn't for realism it serves the purpose of the map. Like scourge's saying, quake isn't something that needs to be modelled to reflect the real world if it doesn't fit what you think.
Post Reply