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Fog

Posted: Fri Jul 01, 2005 10:06 pm
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.

Posted: Fri Jul 01, 2005 10:47 pm
by bork[e]
fogParms (rgb) opacity

That any help? :(

Posted: Sat Jul 02, 2005 9:32 am
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

Posted: Sat Jul 02, 2005 9:38 am
by o'dium
Just make a new shader dude :p

Posted: Sat Jul 02, 2005 10:02 am
by Survivor
o'dium wrote:Just make a new shader dude :p
Never was into making shaders :tear:

Posted: Sat Jul 02, 2005 10:37 am
by o'dium
Then learn :p Its better than working around stuff all the time, like making fog brushes odd sizes etc etc :P

Posted: Sat Jul 02, 2005 11:11 am
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.

Posted: Sat Jul 02, 2005 8:05 pm
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
}

Posted: Sun Jul 03, 2005 3:27 am
by Scourge
That's the whole point though. Why be realistic? Imagination is a beautiful tool if you don't overanalyze it.

Posted: Sun Jul 03, 2005 7:09 am
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.