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Topic Starter Topic: Fog

XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 07-01-2005 02:06 PM           Profile Send private message  E-mail  Edit post Reply with quote


Can i control the density of fog and can it be done gradually? This is not ment for distance which would use the standard but more vertical wise.




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The Borked One
The Borked One
Joined: 23 Mar 2004
Posts: 4708
PostPosted: 07-01-2005 02:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


fogParms (rgb) opacity

That any help? :(




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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 07-02-2005 01:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


Quote:
opacity : This is the distance, in game units, until the fog becomes totally opaque, as measured from the point of view of the observer. By making the height of the fog brush shorter than the distance to opaque, the apparent density of the fog can be reduced (because it never reaches the depth at which full opacity occurs).
The fog volume can only have one surface visible (from outside the fog).
Fog must be made of one brush. It cannot be made of adjacent brushes.
Fog brushes must be axial. This means that only square or rectangular brushes may contain fog, and those must have their edges drawn along the axes of the map grid (all 90 degree angles).


I think that can solve my problem




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 07-02-2005 01:38 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Just make a new shader dude :p




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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 07-02-2005 02:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Just make a new shader dude :p


Never was into making shaders :tear:




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 07-02-2005 02:37 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Then learn :p Its better than working around stuff all the time, like making fog brushes odd sizes etc etc :P




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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 07-02-2005 03:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


I like working around stuff. Besides this doesn't do it the way i want it. Let's say i want 300 units of vision horizontally but only 100 vertically. No shader will do that. Hell i doubt a trick will do that but i've got time to try.




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orphan of war
orphan of war
Joined: 05 May 2005
Posts: 853
PostPosted: 07-02-2005 12:05 PM           Profile Send private message  E-mail  Edit post Reply with quote


that doesn't make sense. Even in real life, fog isn't directionally dense.

Just use 100:

Code:
textures/survdm5/fog_100vis
{
      qer_editorimage textures/sfx/fog_grey.tga
      surfaceparm   trans
      surfaceparm   nonsolid
      surfaceparm   fog
      surfaceparm   nolightmap

      fogparms ( .9 .9 .9 ) 100
}




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Pestilence
Pestilence
Joined: 25 Mar 2002
Posts: 15822
PostPosted: 07-02-2005 07:27 PM           Profile Send private message  E-mail  Edit post Reply with quote


That's the whole point though. Why be realistic? Imagination is a beautiful tool if you don't overanalyze it.




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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 07-02-2005 11:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


It isn't for realism it serves the purpose of the map. Like scourge's saying, quake isn't something that needs to be modelled to reflect the real world if it doesn't fit what you think.




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