Levelwide fog in space map

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Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Levelwide fog in space map

Post by Bliccer »

Because of a video project I am adding a new skybox in q3dm19. Now I have that fog problem there. Since I don't use the blacksky anymore I need a new fog. But if I add the blackfog I get this:

black stripes in the brushes and I can see to the ground, and when I fall down it just looks wrong:

Is there any way to avoid this? With a black skybox only it's working, too...
I think I've read about such thing, sometime but I can't find it anymore. Think it was with water, but never got this right.

Edit: I've overwritten the screens on my ftp. That's why I've deleted the links.
Last edited by Bliccer on Mon Aug 02, 2010 11:32 am, edited 1 time in total.
Bliccer
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Re: Levelwide fog in space map

Post by Bliccer »

So, 34 views but no reply. There is no fix for this?
Delirium
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Re: Levelwide fog in space map

Post by Delirium »

does the sky shader use q3map_noFog?
you need to make the fog only visible from one side so make all the other sides of the fog brush touch the skybox (like water in a glass)
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obsidian
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Re: Levelwide fog in space map

Post by obsidian »

Why fog? Just don't put any lights at the bottom of the void. Or use negative lights. :dork:
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Bliccer
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Re: Levelwide fog in space map

Post by Bliccer »

What are negative lights? I guess there is some irony in there :D
obsidian
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Re: Levelwide fog in space map

Post by obsidian »

Just a normal light entity with a negative intensity value. Use a recent version of Q3Map2.

You are still doing something wrong with the fog though, it must have only one visible face to work properly. All other faces must be flush with faces of another brush. Fog must also be a single rectangular brush.
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Bliccer
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Re: Levelwide fog in space map

Post by Bliccer »

The brush is connected with the skybox brushes, it is only one brush, everything is covered with nodraw except the upper face. The thing is, I don't want the player to see the columns anymore when he is on the ground. Like in the real q3dm19, when you look up you don't see anything anymore.
obsidian
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Re: Levelwide fog in space map

Post by obsidian »

Don't bother with the nodraw. Just use your fog shader on all sides of the brush. Mixing shaders on volumetric brushes can be confusing for the compiler. It doesn't know if you want the volume to behave like fog or nodraw. Like putting nodraw on the faces between water brushes can cause the volume to not behave like water (unable to swim in it), which is why you might need to use something like watercaulk in those situations so that the brush is forced to inherit the properties of water.
[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]
Bliccer
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Re: Levelwide fog in space map

Post by Bliccer »

Those negative lights are ace!
dONKEY
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Re: Levelwide fog in space map

Post by dONKEY »

This is really off topic, but negative lights remind me of dark suckers...a theory that light sources suck in darkness rather than emit light.
obsidian
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Re: Levelwide fog in space map

Post by obsidian »

That's a silly theory given that photons are emitted from the light source, a bit like Plato contemplating that the eye shot out rays which were used to detect and view objects.

So, getting rid of the nodraw, does that fix the fog for you?
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Bliccer
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Re: Levelwide fog in space map

Post by Bliccer »

Yes, the fog is dense now. Still I can see the skybox through it. Should the fog touch or overlap the skybox brushes?
Kaz
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Re: Levelwide fog in space map

Post by Kaz »

I believe there are some issues with fog+skyboxes... If you search for those terms you'll likely find several threads about it.
obsidian
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Re: Levelwide fog in space map

Post by obsidian »

It shouldn't matter if touching or overlapping. If you have q3map_noFog on the sky shader, try removing it.
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Bliccer
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Re: Levelwide fog in space map

Post by Bliccer »

Nope, I only use the fog from the baseq3.
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