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Fog problem #1,899,473,291 - _foghull


mknote

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Okiedokie, so, I gave up my plan for light, yavin_swamp fog for volumetric, yavin_white with the _foghull. I read a tout. on it (forgot the site), and did the steps it told me (make 6 8x8 pixle things with the RGB of the fog), put it into a folder, and did the worldspawn. I am positive it is the .shader file, because I took it out and nothing changed. Anyway, I get a HOM effect, even though this shader was supposed to prevent that. I looked at the 8x8 things, they were named right (yavinwhitefoghul_ft, ..._dn, ..._bk, ..._up, ..._lf, ..._rt). I will now post the .shader I made:

 

textures/fogs/yavin_white

{

qer_editorimage textures/fogs/fog.tga

surfaceparm nonsolid

surfaceparm nonopaque

surfaceparm fog

surfaceparm trans

q3map_nolightmap

fogparms ( 1 1 1 ) 18000.0

}

 

textures/yavinwhitefoghullfolder/yavinwhitefoghull

{

surfaceparm nolightmap

surfaceparm nonsolid

surfaceparm trans

surfaceparm sky

skyparms textures/yavinwhitefoghullfolder/yavinwhitefoghull 0 -

}

 

I also added yavinwhitefoghullfolder.shader to the .shader list. It still didn't work. The _farplanedist was first set at 9000, then at 18000, but no difference. _foghull value was yavinwhitefoghullfolder/yavinwhitefoghull

 

What am I doing wrong?

 

MK

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How big is this map: 36k units? You need the fog for covering invisible geometry. It must “finish” just before the HOM starts. If you see the HOM it means that your fog doesn’t cover it.

 

In other words, you need something like this:

 

P--------F--G

 

P=player

F=fog range limit / “finish” line / beyond this point you will see nothing.

G=geometry in range of _farplanedist. From this point the HOM starts.

 

and you currently have

 

P---------F/G

P----G----F

 

F/G= F and G are at the same position.

 

Change:

 

fogparms ( 1 1 1 ) 18000

 

to

 

fogparm ( 1 1 1 ) 9000

 

or something smaller. Alternatively you can change _farplanedist to 40k and see how q3map2 will die trying to compile it.

 

Real sample:

 

fogrange1.jpeg

 

The back side of this church that is barely visible is in range of 12000 from the player’s view. The fog range is to 7000 and you still see the shapes.

 

Tutorials:

http://members.lycos.co.uk/quakeroats/le/tutorials/foghull/foghull.htm

http://members.lycos.co.uk/quakeroats/le/tutorials/foghull/forum.htm

http://membres.lycos.fr/oldfellow/

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Does the value for _farplanedist need to be a power of 2?

 

MK

 

*edit*

 

Could somebody post a complete _foghull shader script, maybe tinkering with it above stats. The map in question is rectangular, 26592 x 13752 x 2032, although I may make it square 26592 x 26592 x 2032. The player can get to 9728 x 9728 from the center of the map, and 1264 from the ground. The name of the folder in which has my "things" is called yavinwhitefoghullfolder, the shader is yavinwhitefoghullfolder.shader, and the names of the "things" are given above. Sorry if I repeated myself. Thanks.

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(Doesn't understand what wedge said) I only have one shader file, and it IS in the shader folder... and what do you mean, organized?

 

Also, no matter how much I tinker with the _farplanedist, I still get the HOM effect. I have set it from as low as 1 to as high as 100000, and not one bit of difference. No, it MUST be the shader itself.

 

MK

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Originally posted by mknote

Also, no matter how much I tinker with the _farplanedist, I still get the HOM effect. I have set it from as low as 1 to as high as 100000, and not one bit of difference. No, it MUST be the shader itself.

 

MK

 

Originally posted by mknote

(Doesn't understand what wedge said) I only have one shader file, and it IS in the shader folder... and what do you mean, organized?

 

Also, no matter how much I tinker with the _farplanedist, I still get the HOM effect. I have set it from as low as 1 to as high as 100000, and not one bit of difference. No, it MUST be the shader itself.

 

MK

 

Try to wipe out “surfaceparm trans” in the skyshader.

 

textures/yavinwhitefoghullfolder/yavinwhitefoghull

{

surfaceparm nolightmap

surfaceparm noimpact // Credit goes to GothiX :))

surfaceparm sky

skyparms textures/yavinwhitefoghullfolder/yavinwhitefoghull 0 -

}

 

BTW: If you had “nonsolid” and “trans” in the sky shader didn’t you have the “map leaked” message?

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No, I didn't get leaked... I'll try what GothiX said.

 

MK

 

*edit*

 

Still doesn't work, but I revised my shader somewhat:

 

In the maps worldspawn - key _foghull value textures/yavinwhitefoghullfolder/yavinwhitefoghull. Key _farplanedist value 18000.

 

The shader, which is in the shader folder:

 

textures/fogs/yavin_white

{

qer_editorimage textures/fogs/fog.tga

surfaceparm nonsolid

surfaceparm nonopaque

surfaceparm fog

surfaceparm trans

q3map_nolightmap

fogparms ( 1 1 1 ) 9000.0

}

 

textures/yavinwhitefoghullfolder/yavinwhitefoghull

{

surfaceparm nolightmap

surfaceparm noimpact

surfaceparm sky

skyparms textures/yavinwhitefoghullfolder/yavinwhitefoghull 0 -

}

 

Are all of my directories right? And do I need to put something after 0 - and before the }?

 

MK

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Originally posted by wedge2211

All I meant about "organized" was I don't think shader files like to be in subfolders. Have ALL your shaders directly in the shaders directory.

 

 

I think the tutorial states that. He was just following it.

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*sigh* Oh well, better then nothing. But now, I just compiled with .light, and I got this. mknote-shot0218.jpg

I have a sun shader, and all of the outer-most walls (the ones touching the void) are textured white, but as you can see, the one above is black. I think you can see the other problem.

 

MK

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Actually, I like the new effect (global fog). I just want to get rid of this new problem (see last post). And I need to edit something: I don't have a sun "shader": I have a sun "light". It works properly, and this only appeared after I ran -light with the new global fog.

 

MK

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Originally posted by Codja X

A _foghull is something completely different - don't get confused:

 

I know Codja :) Just that he seemed to be complaining that he had fog everywhere, which is what a foghull does, so I just suggested a method of ... not having fog everywere lol.

 

Maybe I misunderstood though lol

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