To keep it short: I want my whole map covered with rain or fog. Any way to achieve this? btw: Cull distance for entities is set low on the map. I need your help fellow mappers.
Hummm well you could make rain using NS's particle entity, although covering the entire map with rain sounds a bit dubious to me, but you could give it a try...
Filling the entire map with fog isn't really an option, unless you used the particle system again with lots and lots of very faint (and large) sprites. But, with so many transparent sprites on screen I expect lower end users will have a hard time.
Finally, the entity cull distance setting in info_mapinfo is for the <i>commander only</i> (Correct me if I'm wrong there; I'm working on assumption since that was the original intent of that parameter).
I guess my only suggestion is the old mappers standby. "It doesn't really matter if anything actually does work, as long as it seems like it does" I guess what I mean is, having the sound of rain on the building, or seeing fog outside of a window, is much easier than getting it done everywhere, and still has the same effect.
forget env_particles. if you use too much of it, the speed will decrease and your system will slow down after a while. nive fog effekt seen in public enemy: make three layers func_wall with additiv value. this may also look cool if you imagine that skulks wont see the fog completely, only one or two layer. hide in the fog will become popular <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Merkaba+Jul 29 2003, 10:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Merkaba @ Jul 29 2003, 10:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Finally, the entity cull distance setting in info_mapinfo is for the <i>commander only</i> (Correct me if I'm wrong there; I'm working on assumption since that was the original intent of that parameter). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Will do <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Cull distance actually started affecting all players as part of the performance improvements introduced with the 1.02 server patch.
EDIT: in answer to the original question, I don't believe that there's currently a way for mappers to simulate volumetric fog in both D3D and OpenGL that won't ruin client performance. The no-longer-in-the-specs fog entity doesn't fit the bill because it only works under one of the supported HL render modes.
Comments
Filling the entire map with fog isn't really an option, unless you used the particle system again with lots and lots of very faint (and large) sprites. But, with so many transparent sprites on screen I expect lower end users will have a hard time.
Finally, the entity cull distance setting in info_mapinfo is for the <i>commander only</i> (Correct me if I'm wrong there; I'm working on assumption since that was the original intent of that parameter).
But can be done with the particle system and with the env_fog (works only with OpenGL!).
EDIT: Weird typo...
- particle systems
- sprites
- additive brush entities.
high performance - bad looking.
env_fog you better forget bacause it looks bad and has bad performance.
nive fog effekt seen in public enemy: make three layers func_wall with additiv value. this may also look cool if you imagine that skulks wont see the fog completely, only one or two layer. hide in the fog will become popular <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Will do <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Cull distance actually started affecting all players as part of the performance improvements introduced with the 1.02 server patch.
EDIT: in answer to the original question, I don't believe that there's currently a way for mappers to simulate volumetric fog in both D3D and OpenGL that won't ruin client performance. The no-longer-in-the-specs fog entity doesn't fit the bill because it only works under one of the supported HL render modes.