Fog

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
duckhook_72
Lance Corporal
Posts: 22
Joined: Sun Aug 01, 2004 8:49 pm

Fog

Post by duckhook_72 »

Hey is there anyway to havbe fog at only a certain height or only in certain parts of the map?????
blue60007
General
Posts: 1247
Joined: Sun Mar 07, 2004 11:44 pm

Post by blue60007 »

Err you need to use your other topic:

/forum/viewtopic.php?t=8640

Read the tut I suggested.
Image
duckhook_72
Lance Corporal
Posts: 22
Joined: Sun Aug 01, 2004 8:49 pm

Post by duckhook_72 »

I no about that tutorial but i dont no how to put it only in certain areas i no how to make it thick and shit but i only know how to make it the same for the whole map.
Balr14
Colonel
Posts: 450
Joined: Sat Aug 03, 2002 4:01 am
Location: Germantown, WI, USA

Post by Balr14 »

Yup. The engine does not support any other form of fog. You could use smoke effects and slow it down real slow, but it will effect your performance.
duckhook_72
Lance Corporal
Posts: 22
Joined: Sun Aug 01, 2004 8:49 pm

Post by duckhook_72 »

well im only putting a little fog on a river to make it look like its early in the morning the rest of the area will be mostly smoke i think. Its a stalingrad map so that will work.
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

wacko-gully-steam.tik

Post by tltrude »

Wacko made a steam model that is slow moving that might work. Copy the code below to Notepad and name the file "wacko-gully-steam.tik". Then put it in main/models/animate.

Code: Select all

TIKI 
setup 
{ 
   scale 1.0 
   path models/fx/dummy 
   skelmodel dummy3.skd 
} 

init 
{ 
   server 
   { 
      classname animate 
      notsolid 
      rendereffects +dontdraw 
   } 
   client 
   { 
      cache vsssource.spr          
      originemitter steam 
      ( 
         spawnrate 10.00 
         model vsssource.spr 
         alpha 0.05 
         color 0.90 0.9 0.9 
         scale 0.1 
         life 8.00 
         scalerate 2.5 
         velocity 0.50 
         randvelaxis range 5 -5 range 5 -5 range 2 -2 
         accel 0.00 0.00 5.00 
         fade 
      ) 
   } 
} 

animations 
{ 
        idle dummy3.skc 
   start dummy3.skc 
   { 
      client 
           { 
         enter emitteron steam 
//         enter loopsound steamloop 

           } 
   } 
   stop dummy3.skc 
   { 
      client 
           { 
             enter emitteroff steam 
      } 
   } 
} 

/*QUAKED animate_fx_wackos-gully-steam(0.0 0.5 0.5) (-8 -8 -8) (8 8 8) 
Wacko's Gully Steam 
*/ 
You will have to give the entities a common targetname and start them in your script.

level waittill spawn

$river_steam anim start
Tom Trude,

Image
Post Reply