mknote Posted July 24, 2004 Share Posted July 24, 2004 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 Link to comment Share on other sites More sharing options...
mslaf Posted July 24, 2004 Share Posted July 24, 2004 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: 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/ Link to comment Share on other sites More sharing options...
mknote Posted July 24, 2004 Author Share Posted July 24, 2004 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. Link to comment Share on other sites More sharing options...
wedge2211 Posted July 25, 2004 Share Posted July 25, 2004 No, farplanedist doesn't have to be a power of 2. It just has to be larger than your fog drawdist. Also, try keeping all your shader files in the shaders directory. I don't think shaders take nicely to being organized. Link to comment Share on other sites More sharing options...
mknote Posted July 25, 2004 Author Share Posted July 25, 2004 (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 Link to comment Share on other sites More sharing options...
GothiX Posted July 25, 2004 Share Posted July 25, 2004 surfaceparm nonsolid in a skyshader? Eh, you'll want to nuke that. Use surfaceparm noimpact instead. Link to comment Share on other sites More sharing options...
mslaf Posted July 25, 2004 Share Posted July 25, 2004 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? Link to comment Share on other sites More sharing options...
mknote Posted July 25, 2004 Author Share Posted July 25, 2004 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 Link to comment Share on other sites More sharing options...
mslaf Posted July 25, 2004 Share Posted July 25, 2004 Originally posted by mknote No, I didn't get leaked... I'll try what GothiX said. MK GothiX was right about "noimpact" but it won't fix the HOM effect. Removing "trans" will. Link to comment Share on other sites More sharing options...
wedge2211 Posted July 25, 2004 Share Posted July 25, 2004 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. Oh, hey. Do you have _fog textures/fogs/yavin_white in your worldspawn? Link to comment Share on other sites More sharing options...
mslaf Posted July 25, 2004 Share Posted July 25, 2004 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. Link to comment Share on other sites More sharing options...
mknote Posted July 25, 2004 Author Share Posted July 25, 2004 Wait, that fixed it... well, not really:mad: No HOM, but the fog EVERYWHERE. I don't want that. How do I fix that problem? MK Link to comment Share on other sites More sharing options...
GothiX Posted July 26, 2004 Share Posted July 26, 2004 That's how a foghull works. Link to comment Share on other sites More sharing options...
mknote Posted July 26, 2004 Author Share Posted July 26, 2004 *sigh* Oh well, better then nothing. But now, I just compiled with .light, and I got this. 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 Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted July 26, 2004 Share Posted July 26, 2004 If you just want an area with fog, just create a fog brush, surely? Link to comment Share on other sites More sharing options...
Codja X Posted July 26, 2004 Share Posted July 26, 2004 Originally posted by Jedi_Vogel If you just want an area with fog, just create a fog brush, surely? A _foghull is something completely different - don't get confused: http://shaderlab.com/q3map2/shader_manual/apC.html (Advanced and technical) Link to comment Share on other sites More sharing options...
mknote Posted July 26, 2004 Author Share Posted July 26, 2004 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 Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted July 26, 2004 Share Posted July 26, 2004 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 Link to comment Share on other sites More sharing options...
Codja X Posted July 26, 2004 Share Posted July 26, 2004 Mental note: must. read. all. of. thread. before. posting. Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted July 26, 2004 Share Posted July 26, 2004 Originally posted by mknote No HOM, but the fog EVERYWHERE. I don't want that. Link to comment Share on other sites More sharing options...
mknote Posted July 27, 2004 Author Share Posted July 27, 2004 I just sent in the BETA for this project: Please go here. Please download it and post comments, either here or at pcgamemods.com. MK Link to comment Share on other sites More sharing options...
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