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AKPiggott

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Easy one. Just cover a brush with a fog shader. Make it a detail brush. Have a look at the bottom of the CTF_bespin example map.

It's one big cubelike brush that covers the entire bottom of the pit. And only the top portion is visible in the map the rest is basically outside of the map.

 

You might want to make a new fog shader, special for your map, so you can set your own draw/view distance.

 

example:

 

textures/texture_dir/fogname

{

qer_editorimage textures/fogs/fog.tga

qer_nocarve

surfaceparm nonsolid

surfaceparm nonopaque

surfaceparm fog

surfaceparm trans

q3map_nolightmap

fogparms ( 0 0 0 ) 850.0

cull disable

}

 

the value "850.0" is the opacity depth. This is basically the distance you can see in the fog, in gridunits. The value ( 0 0 0 ) is the color of the fog in RGB values. You might want to change that in ShaderEd. It's easier to select a color there.

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yeah that's easy enough. just some things. you don't want the fog brush to touch any part of the void at all, and you always want only one surface of it viewable to the player. If you do something like I am with my level (foghull w/ q3map2), you can use the global worldspawn fog that is specific to JO and SoF2, just add the key "_fog" in the worldspawn in Radiant, and point it to your fog shader (be sure to start the directory with "/textures/". Example: "/textures/gonk/gonkfog".)

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Originally posted by Gonkish

yeah that's easy enough. just some things. you don't want the fog brush to touch any part of the void at all,.....

 

Weird. I never had any trouble with that. As long as you don't have any leaks, it shouldn't be a problem. The Fog brush in CTF_Bespin touches the void i believe.

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I placed a load of fog brushes everywhere, but it just became needlessly complicated and it was covering most of the level anyway. So I'm gonna do a global fog instead. At first I covered the entire level in a fog brush, it works OK but Gonk's method is a better idea, so I've implemented that.

 

Now all I have to do is continuosly tweak the shader to get the effect that I want.

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yeah if you're using a global fog you can utilize a foghull to clip the stuff that's beyond the opaque point of the fog. It's exactly the method used by a bunch of the old N64 games, especially the first Turok. It's not perfect, but it does help.

 

There's a short tutorial explaning foghulls here. You can skip the part pertaining to the massive fog brush. :)

 

[edit: Posted the wrong URL! Bad me! Fixed now.]

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looks like it won't allow that. It looks fine from above...kinda.. you can tell that there is a fog there.. but... if the player looks UP.. it immediately kills the global fog.. it's very noticeable. Plus, Radiant apparently doesn't like what would otherwise be a perfectly placed fog brush in a global fog.. it yells a LOT about there being multiple faces viewable on the fog brush, when there clearly are not.

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