Problem with fog

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Chretien
Posts: 68
Joined: Mon Dec 07, 2009 12:14 am

Problem with fog

Post by Chretien »

[lvlshot]http://dl.dropbox.com/u/159251/Map/fog1.jpg[/lvlshot]

Notice that on the right side of the tunnel in the picture above, one can see the fog -- but only on that part of the wall.
This makes for a smooth transition into the fog (see picture below)

How do I make so the fog is seen on the left wall and the ceiling aswell in picture 1? (There is no space between the tunnel brush and the fog brush in the editor)

[lvlshot]http://dl.dropbox.com/u/159251/Map/fog2.jpg[/lvlshot]
Last edited by AEon on Mon Dec 07, 2009 12:55 am, edited 1 time in total.
Reason: lvlshot'ed those images.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Problem with fog

Post by obsidian »

Fog brushes must either:
  • Encompass the entire playable volume of the map for a global fog.
  • Have just one face exposed to "open air" if you want to make the kind of fog that you fade into (like in foggy pits).
I'm not sure which of the above you are trying to achieve.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Chretien
Posts: 68
Joined: Mon Dec 07, 2009 12:14 am

Re: Problem with fog

Post by Chretien »

Fixed it by adding more brushes, but it's a pity that only one face can be exposed to open air.

Thanks for your answer. :)
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