Fog till a certain level Created 15 years ago2008-08-15 19:09:39 UTC by raver raver

Created 15 years ago2008-08-15 19:09:39 UTC by raver raver

Posted 15 years ago2008-08-15 19:09:39 UTC Post #253829
Hello, I know howto use the env_fog entity. But, this entity gives fog in every direction you look. And ofcourse it does what it need todo.

Now, I want to create (if possible, that why I make this post) somekind of fog effect that stops/fades at a cetain level. For example take a giant mountain, when you look down you see fog/clouds. So the idea is to make it so your above the fog/clouds. Is that clear?

And I dont know if scripted fog is possible, if so, scriptkids (no offence) help me out! It would be great!
Posted 15 years ago2008-08-15 19:26:21 UTC Post #253831
I understand it but I dont know how to do it. You can do it on Source.
Posted 15 years ago2008-08-15 19:27:52 UTC Post #253832
In one of Imu's mods he created an easy fog affect. He textured a func_illusionary with a water texture and set its rendermode to texture and ammount to probably around 50 or so and placed many of them over eachother creating a fog affect. You could check out his mod to see it or just try it, it doesn't look that bad.
Posted 15 years ago2008-08-15 19:40:13 UTC Post #253834
Well the map itself is pretty FPS taking. I can keep it now around 700 to 800 wpolys. I always map under the 1000Wpolys because otherwise players cant play my maps (climb,kz maps). So if there is a easier sulution.

But ill try it thnx zeeba! (do you got a screenie maby?)
Posted 15 years ago2008-08-15 20:19:14 UTC Post #253836
In one of Imu's mods he created an easy fog affect. He textured a func_illusionary with a water texture and set its rendermode to texture and ammount to probably around 50 or so and placed many of them over eachother creating a fog affect. You could check out his mod to see it or just try it, it doesn't look that bad.
yeah but it won't fade the objects behind the fog, and will increase the wpolys.
Posted 15 years ago2008-08-16 16:52:58 UTC Post #253909
so there arent any other ways todo it ?
Posted 15 years ago2008-08-16 23:42:54 UTC Post #253958
Captain p has made some really cool fog effects under water so he might know something...
Posted 15 years ago2008-08-17 07:51:21 UTC Post #253967
Well im waiting for him then
Posted 15 years ago2008-08-18 03:13:39 UTC Post #253996
Using a water texture causes alot of lag, you'd be better off makeing a solid colour using the same technique. If you use spirit, fog is a client side effect so you may get away with using a trigger_inout if it's a multiplayer map otherwise you can turn fog on and off.
Posted 15 years ago2008-08-18 06:58:09 UTC Post #254000
Sorry I dont use spirit
Posted 15 years ago2008-08-26 04:34:12 UTC Post #254551
y dont u just use alot of sprites??
Posted 15 years ago2008-08-26 10:10:39 UTC Post #254555
Because sprites would look like crap. They are 2d, and whenever you moved they would all rotate and collide with each other.

hlife_hotdog has the right idea with a transparent color, most likely white, and layers of it.
Posted 15 years ago2008-08-27 21:13:54 UTC Post #254613
using a water texture is a good idea BUT the fact that the engine has to render whats on the other side of 5+ transparent animating water textures means a mighty big lag for most half-decent computers as it is constantly having to re-render because the texture is changing as water textures move
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