Help With - Fog
amckern
Join Date: 2003-03-03 Member: 14249Members, Constellation
<div class="IPBDescription">How do i use it?</div> How do i place, and use NS Fog, as i want to have a "grey" sky, and place fog over it (this is for ns_edan - pure out side, but sweet as)
also can u make the fog roll - like move, or is it stagnet?
amckern
also this is a textuer, and alpha problem
how much black dose a brush need for it to be see through? my ground is metalic, and has small lines of black (for alpha) through it, but my entier ground glows, and is see throughish
also can u make the fog roll - like move, or is it stagnet?
amckern
also this is a textuer, and alpha problem
how much black dose a brush need for it to be see through? my ground is metalic, and has small lines of black (for alpha) through it, but my entier ground glows, and is see throughish
Comments
- You just see the fog when you are inside of it
- A large fog brush , simular to a large func_water, causes lag and bad mojo.
- Fog just looks good (= is just visible) in openGL mode and NS aims for being playable in Software mode.
Instead of fog use large Sprites and particle systems with large sprites.
Seeing trough textures:
a) The blue way:
The last color of your texture must be 000 000 255 (plain blue)
(if that texture is on a world brush all blue parts will be drawn pitch black)
The texture name must start with "{" (essential for software mode)
The texture must have ammount = 255 (makes blue parts 100% invisible) (or less)
Rendermode = solid for correct light on it. Other rendermodes may make your texture fullbright.
Rendermode Solid does not work with func_illusionaries correctly, try "glowing" with ammount less than 255 then)
B) The alpha way.
Rendermode = Additive
This means the more black something is the more you can see trough it (like a hologram or bright light)
Just 255 255 255 white will not be partibical transparent.
Every color that is not at 100% is transparent.
placing much additive stuff behind each other will lead to white (like many lights behind each other)
amckern
Better don't use the later. The main reason for lag due to particle systems is the individual sprites size. Purely sprite-based fog works much better.
I mean a large particle field on top near the sky with sprites rarely overlapping each other.
I try it just for fun and only func_wall (and _illusion) was affected by the env_fog..
i think it's not working actually(maybe for 1.1?).
I'm wrong? did somebody succeed in using it?
EDIT: i'm running the game with openGL
(i only play these 2 maps)
Looks great, I'd love to see more fog in maps, it has character and is great to hide in !