Fog Created 12 years ago2011-04-26 23:47:45 UTC by X-LAyer2 X-LAyer2

Created 12 years ago2011-04-26 23:47:45 UTC by X-LAyer2 X-LAyer2

Posted 12 years ago2011-04-26 23:47:45 UTC Post #293947
Is there any way I can create fog without any additional coding to Half-Life?
Posted 12 years ago2011-04-27 00:12:13 UTC Post #293948
Only for CS. Unfortunately, there's no convenient way to create fog in HL without spamming "sprites.
Experiment with additive sprites.

Try this for any color of fog that isn't white:
Make a single-color sprite (the color you want your fog to be. Use render mode "texture" and a very low render amount value -- like 15. Spam those suckers across Hammer and hide them in a vis group when you don't want to look at them.

Keep in mind that sprites ARE NOT advised for large-area fog. You can experiment with simple, stacked, transparent brushes as well if it fits with your map.
Posted 12 years ago2011-04-27 00:24:02 UTC Post #293949
Yeah, I need a pretty big area to be covered.
Posted 12 years ago2011-04-27 01:18:49 UTC Post #293951
you could try what i did in this map

Its pretty much a grid of a transparent texture, with varying render modes.

i think every 128 units there was a 1 unit thick func_illusionary with a low render FX number. you could see where it intersected the ground, but you could always throw some more sprites in.
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2011-04-27 02:14:27 UTC Post #293952
what game is it for?

if it is for multiplayer, you can always use amxmodx and find the weathermod plugin
Posted 12 years ago2011-04-27 13:05:06 UTC Post #293954
Or if it's singleplayer you could use Spirit of Half-Life (which you should be already)

Mind you, I think that only works on OpenGL systems, so is a nono for Vista and Win7 users.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2011-04-27 14:10:37 UTC Post #293956
OpenGL works fine in Vista and 7.
Oskar Potatis Oskar Potatis🦔
Posted 12 years ago2011-04-27 15:38:22 UTC Post #293957
Its pretty much a grid of a transparent texture, with varying render modes.

i think every 128 units there was a 1 unit thick func_illusionary with a low render FX number. you could see where it intersected the ground, but you could always throw some more sprites in.
Maybe use 3-4 sets of env_renders that target groups of the func_illusiononaries, and start them at diff render amts to simulate the fog/haze changing. Might look like shit, might look cool.

I don't know if this will be cheaper or more expensive to render than multiple sprites, but you could easily test it.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-04-27 19:01:22 UTC Post #293964
It is SP, but I thought that a SoHL map had to be run in SoHL, or can it be run in standard HL, that's really what I'm aiming for.
Posted 12 years ago2011-04-27 19:54:21 UTC Post #293965
if you include the spirit .dlls in mod format it should work afaik, that way, people won't need the full SoHL installed to play your map, but i could be wrong. (i'm pretty sure i've played HL maps using Spirit .dlls, but fuzzy memories are fuzzy) [/SoHLNewb]
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-04-27 20:26:03 UTC Post #293966
Spirit of HL would need a stand alone mod format to work because of all the new features and code that it adds. Probably not worth the download size for a single map.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2011-04-27 22:01:44 UTC Post #293969
Then I guess I'll try Testsu's or Captain Terror's methods
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