Fog in Quake 4

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Fog in Quake 4

Post by o'dium »

I cant remember for the life of me how to make fog appear thicker/thinner... I could of sword it was a simple material change but I cant find it lol. I know how to do in our own PPL engine very esily, but in Q4, I'm stumped :p

Anybody have any ideas then on how to change fog density?
Black_Dog
Posts: 61
Joined: Sat Aug 13, 2005 4:50 am

Post by Black_Dog »

Select your fog light, add keyval shaderparm3 [maxFogDistance].
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

I dont think I follow?

lights/odctf1_worldfog
{
fogLight // tell the engine it is fog and not a light
noShadows
{
map _fog // the internal fog image
colored // take rgba from entity shaderparms
shaderparm3 [512]
zeroClamp
}
}
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hemostick
Posts: 203
Joined: Wed Feb 14, 2001 8:00 am

Post by hemostick »

A key/value pair on the entity itself, not in the material :)
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Ahh, i'll try in a tick... thx
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Fantastic, works, thanks.
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