darthzappa Posted May 15, 2004 Share Posted May 15, 2004 In fog shaders, you can set the distance that the fog is completely opaque for distance culling etc. i understand how to do that. is there a way to set the distance from the player that the fog BEGINS at? so that the area immediately around the player is not foggy? for example, lets say i want the fog to be opaque at a distance of 7168 but i want the fog to start 1024 units away, so that the area in a radius of 1024 around the player is fog-free. i could make a fog shader that has a very far opaque distance (like 20000) which thins it out quite a bit; but then i would have to up the distancecull to match that, which is too far. i want to cull at 7168, but the fog is too 'thick'. is this making any sense? is it possible? Link to comment Share on other sites More sharing options...
GothiX Posted May 15, 2004 Share Posted May 15, 2004 I'm pretty sure you can set _fogstart in the worldspawn for that. Link to comment Share on other sites More sharing options...
wedge2211 Posted May 15, 2004 Share Posted May 15, 2004 Really? That's cool...where'd you pick up that tidbit? Link to comment Share on other sites More sharing options...
GothiX Posted May 15, 2004 Share Posted May 15, 2004 I believe Wade posted it somewhere.. Link to comment Share on other sites More sharing options...
WadeV1589 Posted May 16, 2004 Share Posted May 16, 2004 Yeah I saw it in GTKRadiant, it's amazing how helpful the entity window is. Just press N, be sure you can see the info box (sometimes you have to drag the top bit down to see it) and there you have it, some very useful keys! Link to comment Share on other sites More sharing options...
darthzappa Posted May 17, 2004 Author Share Posted May 17, 2004 that worked great; thanks! now i have a different problem.... (same map) I used to have a giant fog brush that encased the map, and that worked fine until i upgraded to radiant 1.4 and q3map 2.5.11. i got all sorts of disasters when i tried to compile the map with that combination. I have since removed the giant fog brush and replaced it with a global fog setting in the worldspawn. ( I also updated q3map2 to 2.5.14 in the meantime) Now i get this: screenshot of curious fog problem As you can see, the terrain shader fogs properly, but not much else. those buildings just have simple textures applied, not any fancy shaders. how do i fix this? I looked around here and other forums a bit but couldn't find any relevant clues to this particular problem. Link to comment Share on other sites More sharing options...
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