Page 1 of 1
fog problem
Posted: Thu Apr 03, 2003 4:09 am
by coolmintyice
my map is roughly 3000 x 3000 x 800
i entered the following into the worldspawn entity to achieve a fog effect:
farplane: 2500
farplane_color: .333 .333 .333
and this is the result:
<img src=http://www.pitt.edu/~monst3/images/shot14.gif></img>
but why does the floor display fog. i was looking for an effect similar to the fog in the "cross roads" multiplayer map for mohaa. how do i resolve this issue?
thanks for your help
Posted: Thu Apr 03, 2003 6:04 am
by jv_map
Possibly you just have to try an other floor texture.
Posted: Thu Apr 03, 2003 6:31 am
by mohaa_rox
Look at the worldspawn reference guide.
Posted: Thu Apr 03, 2003 1:42 pm
by panTera
Right now the floor seems to be one large flat brush. Have you tried to split it up and make it more uneven in stead of completely horizontal? (for example just split the floor up into four squares and drag the four corner vertices in the middle a little upwards). See if that helps.
I see this effect a lot in maps, also on long straight walls or even worse on long flat treelines which look terrible that way. Usually when I make a small angle in the brush or split it up the fog is gone or at least less obvious.
Posted: Thu Apr 03, 2003 11:07 pm
by Bjarne BZR
I tihink the biggest problem here is that you can see te sky in this thick fog... if you use skycaulk ( or was it skyclip ) in the common texture group, youll get a better fog...
Or maby the farplane: 2500 is just to test? Using a larger farplane number vill get a better "haze" effect istead of the "pea-soup" you get here

Posted: Fri Apr 04, 2003 2:11 am
by mohaa_rox
Caulk sky is good for loads of fog. That's what I read in Manstein's fog tut.
Posted: Fri Apr 04, 2003 11:42 am
by jv_map
Caulksky colors the sky in exactly the same color as your fog. This removes all contrast between sky and fog, but looks a little boring. Good for dense fog though.
Posted: Fri Apr 04, 2003 12:23 pm
by panTera
so you guys think that using a caulksky will resolve his foggy-floor problem? i think that if one large brushface extends beyond your farplane distance the whole brush will be affected by the farplane value.
Posted: Fri Apr 04, 2003 1:22 pm
by jv_map
panTera wrote:i think that if one large brushface extends beyond your farplane distance the whole brush will be affected by the farplane value.
It sure looks like it

Posted: Fri Apr 04, 2003 10:30 pm
by HUNTER--{A}--
How about turning that floor brush into LOD? Then pull on the vertices