Xcom Posted May 28, 2002 Share Posted May 28, 2002 Just found out that SinglePlayer allows you to specify distancecull value for worldspawn entity. I am guessing it blurs out distant brushes for the performace sake. IIRC, I saw that happening in yavin and nar_shadaa(sp) levels. However...I am having no luck in getting it work. Anyone tried this yet? Link to comment Share on other sites More sharing options...
Drakewl Posted May 29, 2002 Share Posted May 29, 2002 im almost sure, that to have it working correctly you'll need to combine it with the worldspawn fog-function there is an efx-file called "haze_cache.efx" under effects/world/ with some chance it's exactly the right efx-file for the worldspawn-entity-fog function try it and tell us more, if you get it working, please much luck Link to comment Share on other sites More sharing options...
Xcom Posted May 29, 2002 Author Share Posted May 29, 2002 As a matter of fact I already tried fog function and it works perfectly. I pointed it to a shader not an efx file. Are you saying that I need to point fog key to EFX file? Link to comment Share on other sites More sharing options...
Xcom Posted May 29, 2002 Author Share Posted May 29, 2002 Ha, I got it working. I probably specified very small value or maybe my testmap was too small. Now I made a terrain map and its working. Apparently, you don't need anything for it to work. However, w/o fog the map looks ugly and this also works badly in combination with skyboxes (at least wall skyboxes). You need to provide a value in gameunits. That's the distance at which your brush surfaces begin to disappear. LOL. http://home.planet.nl/~xcom/art/shot1.jpg Link to comment Share on other sites More sharing options...
Manquesa Posted May 29, 2002 Share Posted May 29, 2002 cool little bit of info there, maybe worthy of a new post in one of the sticky's here. hint/hint Link to comment Share on other sites More sharing options...
UniKorn Posted May 29, 2002 Share Posted May 29, 2002 There are 2 reasons for the fog (at least that is what I read a while ago) 1. you get the weird visual effects 2. the cull will act like some kind of visblocking "wall" meaning that a player behind it cannot be hit by longrange weapons. So even if you know he is there you cannot hit him. Link to comment Share on other sites More sharing options...
Xcom Posted May 29, 2002 Author Share Posted May 29, 2002 Btw, I found out that it also works in MP. Link to comment Share on other sites More sharing options...
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