is it possible? Created 20 years ago2003-10-18 10:18:14 UTC by ministeve ministeve

Created 20 years ago2003-10-18 10:18:14 UTC by ministeve ministeve

Posted 20 years ago2003-10-18 10:18:14 UTC Post #2869
2 make a sort of green fog, im not using opengl though and on the spirit demo u need opengl 2 c the fog example.
Posted 20 years ago2003-10-18 10:27:14 UTC Post #2871
yes, this is possible - use env_fade > and check the modulate flag
this creates semitransparent 'fog' - its not really fog mind you, but you can see through it
Posted 20 years ago2003-10-18 10:40:26 UTC Post #2873
i mean not fog in the whole level just in an area then a multimanager triggers it 2 disappear like a sort of gas defence.
Posted 20 years ago2003-10-18 15:59:11 UTC Post #2879
sorry, opengl only, you could try sprites, and keep in mind that hl cannot do what ever you want it to - improvise

or wait till hl2 :confused:
Posted 20 years ago2003-10-18 16:17:08 UTC Post #2882
'Wait' being the operative word there.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-18 18:42:04 UTC Post #2890
grr...im am gonna find that guy, chain him up, lever his toenails off with a screwdriver, get his eyes caught in mousetraps, stick broken glass down his throat and peel the skin off his feet!
Posted 20 years ago2003-10-19 18:59:35 UTC Post #2914
If he can't use opengl, I think hl2 might be slightly out of his pc's capabilities..
Posted 20 years ago2003-10-20 01:25:12 UTC Post #2920
lol
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-20 04:09:04 UTC Post #2925
HEY!!! did someone say FOG? :cool: I've been puzzling myself over that one for ages and I've come up with a few solutions! (unfortunately, none are as quite as good as "fog" fog, of course, buuuut we have to make do with what we've got)

Anyway, a super-cheap, reasonably-effective method is this:

(you may look upon this and frown, I don?t blame you, it is a bit ugly (-a bit??) but hey, give me a better way!)

Just make yourself a brush -textured WHITE all over, and slap on a good ol' func_illusionary! shape it so that you have a nice big panel, say... 1w, 512l, 512h would be nice dimensions.

Then edit these properties:

Render FX: Slow wide pulse (<-makes the fog* look like it's moving about)
Render Mode: Color
Fx amount: 100 (this just decides how "thick" your fog* is, play around here, I would recommend between 50 and 150)
FX color: 60 150 30 (good ol' "graveyard green" color )

lovely, you should now have a large, transparent panel!

now shift-drag it, and put another about 32 behind it (-or 64 if u want to speed things up). Now shift-drag that etc, etc, until u have a lovely row, back to back. Now group them, and paste them back on top of each other. Rotate this second group 90 on the Y axis, and, Volia! a cube of fog!*

OOPS! how did that tutorial get there? I dunno. It just started off as a posting...and...grew... sorry about that, but I hope it inspires the someone out there. I'm still experimenting with fog (and other methods of creating-AHEM er, faking) Sooo if any one thinks i should actually bother to write a decide fog* tut, encompassing the use of sprites, maybe?

*The "fog" mentioned in this explanation is entirely artificial and/or fictional and it should be understood that this "fog" is in no way, in whole or in part, related to real fog. :lol:
Posted 20 years ago2003-10-20 04:47:34 UTC Post #2926
people have been doing that for years, and I might add it also doesnt work very well outside of opengl
Posted 20 years ago2003-10-21 11:40:31 UTC Post #2977
Do NOT make a massive func_illusionary! You'll end up swimming in it and drown eventually for some reason. Dunno why though.
Posted 20 years ago2003-10-21 13:51:39 UTC Post #2980
func_illusionaries (with specific properties and sky brushes will drow the player > the reason for this is, to get some of the other aspects of the game running bug free, thse things really have to be 'non solid' and at the same time contain something...

btw, fog is suppourted in software - have a look ath c2a5 water > FOG!
BUT - no one has been successfull in getting this fog to work 'outside'
i.e. -not in water without resorting to openGL
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