Fog In The Hl Engine?
GiGaBiTe
Join Date: 2003-10-07 Member: 21489Members
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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
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
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.
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.
<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
amckern