Fog In The Hl Engine?

GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
is it possible to have hardware based fog in the hl engine (like in quake 3) without using sprites or env_particles_custom? i see water based fog all the time but dont see any fog without the water. i keep thinking its possible with a func_illusionary but thats just me. maybe flayra can code some entity to make fog like env_fog or func_fog.

i get this idea from rock2 gas in tfc, but i dont think that it can be in specific places, as it seems to be everywhere when the ent is triggered

Comments

  • StGeorgeStGeorge Join Date: 2004-02-08 Member: 26258Awaiting Authorization
    Yes, it is.

    However, it only works on OpenGL in HL, IIRC. That means if a player runs D3D or software, they won't see the fog; which is important if you plan to have fog be an important part of a map, such as hiding, or limiting view. Of course, no HL mod to date has fog always being on, there is always an option to turn it on or off, seeing as it taxes the system more than if it was off.

    Er, that was a small rant, to clarify.

    1. Yes, you can have fog in HL
    2. It only works in OpenGL (IIRC)
    3. Usually an option in the mod to have it on or off
    4. You are right, there will be fog everwhere. You can set the minimum and maximum distance for it so in small rooms, it will seem like there is no fog there.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-GiGaBiTe+Feb 14 2004, 11:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 14 2004, 11:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> is it possible to have hardware based fog in the hl engine (like in quake 3) without using sprites or env_particles_custom? i see water based fog all the time but dont see any fog without the water. i keep thinking its possible with a func_illusionary but thats just me. maybe flayra can code some entity to make fog like env_fog or func_fog.

    i get this idea from rock2 gas in tfc, but i dont think that it can be in specific places, as it seems to be everywhere when the ent is triggered <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    There was actually an env_fog entity available for mappers in NS 1.0. It was removed since the effect didn't look the same under all configurations, and it was an all-or-nothing effect -- you were either standing in the fog or couldn't see it at all.

    Q3 fog actually applies shaders to all faces or partial faces inside the fog boundary (the equivalent of both w-poly and e-poly faces in Half-Life were unified in the Q3 render pipeline). That method isn't practical for a Half-Life mod to duplicate.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    here is a look at the fog effect in hl, screens taken from un-life - also using env_snow entity

    <img src='http://mods.moddb.com/images/mods/gallery/thumb_9432img.JPG' border='0' alt='user posted image' />
    OpenGL

    <img src='http://mods.moddb.com/images/mods/gallery/thumb_9433img.JPG' border='0' alt='user posted image' />
    D3D

    also the fog was global, and not just area

    amckern
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    seems kinda dumb of sierra to make water fog but no brush fog that can be only in certain places but oh well (btw how do you turn the global fog on?)
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    i dont know, becuase that's spirit fog, and fog might have been removed from ns, i just dont know

    amckern
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