Low lying fog shader - help please
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Waylander76
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Low lying fog shader - help please
I believe the MoH implementation of the Q3 engine doesn't support
the fog surfaceparm so the fog texture doesn't work.
I want to create a low lying fog like the one in the crypt levels of RTCW.
I did try cobbling together a shader from Q3 Arena for fog and got the
texture to show in Radiant.
When the map was compiled the gfx didn't display but the lighting properties did (it was for a nice red hell fog)
as the crates it was next to were bathed in the red light.
I was planning to use the fog gfx from Q3 Arena as I have had partial success with them, i just can't get them to show up in game.
The problem is the shader.
Does anyone know what I need to put in the shader to make it work?
I know I can't use the fog properties and surfaceparms so what would be a good alternative?
I'll post my shader later as I'm at work now.
Any help appreciated.
the fog surfaceparm so the fog texture doesn't work.
I want to create a low lying fog like the one in the crypt levels of RTCW.
I did try cobbling together a shader from Q3 Arena for fog and got the
texture to show in Radiant.
When the map was compiled the gfx didn't display but the lighting properties did (it was for a nice red hell fog)
as the crates it was next to were bathed in the red light.
I was planning to use the fog gfx from Q3 Arena as I have had partial success with them, i just can't get them to show up in game.
The problem is the shader.
Does anyone know what I need to put in the shader to make it work?
I know I can't use the fog properties and surfaceparms so what would be a good alternative?
I'll post my shader later as I'm at work now.
Any help appreciated.
dunno if that might help...
http://www.planetmedalofhonor.com/freeb ... index.html
http://www.planetmedalofhonor.com/freeb ... index.html
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Rookie One.pl
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Waylander76
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PKM
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bingo, i'm not a scripter in anyway shape or form, that's an engineers job but what about re-texturing a water texture ? you could then place a brush at X height and texture with your new custom fog texture using the surface inspector to change the qualities of the ''fog''.Rookie One.pl wrote:There is no other fog than farplane in MoHAA. You could try layering translucent textures, don't know if the effect's worth the effort.
i'm not f****** angry, i'm from philadelphia .


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Waylander76
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Rookie One.pl
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clouds
Some of the sky shaders have moving cloud textures. I tried to make ground fog too, but with only limited success. I even made new cloud images, but it still looked dumb. Here is the shader--the fog surfaceparm does not work, but I stuck it in anyway.
I think the editorimage is also one I made--just the word "FOG". I applied it using a brush with 5 nodraw sides, and I tried a patch mesh which has one side also.
Code: Select all
//tomfog
textures/common/fog
{
qer_editorimage textures/common/fog
qer_keyword fog
qer_trans .5
surfaceparm nonsolid
surfaceparm trans
surfaceparm fog
surfaceparm nolightmap
cull none
deformvertexes wave 2 sin 0 1 0 .2
{
map textures/custom/tomclouds.tga
depthwrite
blendfunc add
tcMod scroll 0.03 0.03
nextbundle
map textures/custom/tomzorclouds.tga
tcMod scroll -0.02 -0.02
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthfunc equal
}
}
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Waylander76
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Thanks Tom will try your shader later 
I've been playing around and this is what i've come up with....

That's using this shader, the textures are from SH and RTCW i think or possibly Q3 Arena, anyhow it's a combination!
I've been playing around and this is what i've come up with....

That's using this shader, the textures are from SH and RTCW i think or possibly Q3 Arena, anyhow it's a combination!
Code: Select all
textures/rtcw/fog_grey
{
qer_editorimage textures/rtcw/fog_grey.tga
surfaceparm trans
surfaceparm nonsolid
surfaceparm nolightmap
{
map textures/rtcw/kc_fogcloud3_alpha.tga
blendfunc GL_ONE GL_ONE
tcmod scale -.05 -.05
tcmod scroll .01 -.01
rgbgen identity
}
{
map textures/rtcw/dimclouds2-jpw.tga
blendfunc GL_ONE GL_ONE
tcmod scale .05 .05
tcmod scroll .01 -.01
rgbgen identity
}
}
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Waylander76
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This is using you shader tom ....

It has the effect I'm looking for but when you enter the fog volume there's no fog.If a player ducks then they will jsut see the walls.
Is there a way to make it appear foggy all through the brush's volume?
Could I use something like the smokegrenade efffect from SH but only
have the smoke billow to a certain height?
I know that uses a sprite and I have no idea how to do it.

It has the effect I'm looking for but when you enter the fog volume there's no fog.If a player ducks then they will jsut see the walls.
Is there a way to make it appear foggy all through the brush's volume?
Could I use something like the smokegrenade efffect from SH but only
have the smoke billow to a certain height?
I know that uses a sprite and I have no idea how to do it.
whats to stop you scaling up a few respawning smoke puffs scaled to a huge size, placing them halfway under the ground and respawning them after they finish their life cycle (they could last for a minute even), respawning so they overlay so you wont have your fog bank drop drastically every minute or so.
i mean textures are great but they have obvious drawbacks, all of which have been mentioned.
i mean textures are great but they have obvious drawbacks, all of which have been mentioned.
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AND STUFF™ © 2006
volume
I don't think your going to get a brush volume filled with fog. That is what surfaceparm fog does, but it dosen't work in moh. Even water wont do that.
You could try two patch mesh in the same spot and invert the texture on one. Then you could see the fog layer from below as well.
You could try two patch mesh in the same spot and invert the texture on one. Then you could see the fog layer from below as well.
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Waylander76
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Viper: Will check out that cloud texture and the mod...thanks 
lizardkid: I think this may be the way to go so I'll try that next..ty
Tom: Will try the patch mesh idea, but I was wondering seeing as the surfaceparm fog doesn't work in MoH is there a close approximation of a
surfaceparm that does
work?
Thanks again fro the replies guys.
lizardkid: I think this may be the way to go so I'll try that next..ty
Tom: Will try the patch mesh idea, but I was wondering seeing as the surfaceparm fog doesn't work in MoH is there a close approximation of a
surfaceparm that does
work?
Thanks again fro the replies guys.



