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Foggyroad help

Posted: Mon Jun 23, 2003 8:10 pm
by Alcoholic
Why is my road foggy?

Image

I have no idea why, some people say its just my vid card. The curved patch meshes are not foggy. This stretch of straight road is a patch mesh. No LOD Terrain is foggy like this. And finally, this never happens on MOHAA SP maps. So, what am I doing wrong?

Posted: Mon Jun 23, 2003 8:36 pm
by Krane
I'm with you in that, Alcoholic. Yeah, why? It's not the video card or the SP mission would be foggy too...

Posted: Mon Jun 23, 2003 8:40 pm
by Alcoholic
This is very confusing.. :(

Posted: Mon Jun 23, 2003 8:43 pm
by Butch
happens with water as well

Posted: Mon Jun 23, 2003 8:43 pm
by Alcoholic
but how to fix it? it doesnt happen in MoHAA SP MAPS.

Posted: Mon Jun 23, 2003 10:46 pm
by Krane
Old problem. This post is without solution too.

viewtopic.php?t=2742&highlight=fog

Posted: Mon Jun 23, 2003 10:57 pm
by Alcoholic
Yeah i saw that thats why i made a new thread...

Posted: Tue Jun 24, 2003 12:27 am
by crunch
Hey Alcoholic. I made these tests very quickly. In them you notice that the road is no more foggy than the surrounding terrain. The first is farplane/3000. The second is farplane/2000. The third is farplane/1500.

The farplane values are WORLDSPAWN k/v pairs, NOT in the script.

This usually only happens with brushes, not patches or terrain.
I will look further into the brush fix.

Image

Image

Image

However, to do a thorough test, I need to know your suncolor/sundirection/ambientlight/farplane/farplanecolor values.

Kill Ya Later!

Posted: Tue Jun 24, 2003 1:08 am
by Slyk
It is all because of a 'farplane' value in either the worldspawn or script and either color OR distance. No matter what textures I've used if I don't put in a color, distance, etc, I get NO fog. Make a quick map from scratch... NO sun, NO farplane and use the same textures. Use an ambient light value of 45 45 45 or something high, put in the player start and compile.

Also, some textures DO fog themselves over. With water, it usually happens when the water brush is to BIG. Make smaller ones of maybe no more than 1024 units long/wide and connect them. Also can happen if you have overlapping anywhere. Road textures can have the same issues. LONG brushes of any kind are a problem because of how the engine deals with farplane/vision distance. I try to keep sizes to 1024 or less and make more brushes to cover the distance if needed. Seems to help....even in large outdoor maps.

Posted: Tue Jun 24, 2003 2:06 am
by Alcoholic
farplane: 2048

farplane_color: .45 .45 .70

suncolor: farplane_color x 100

sundirection: -45 60 0

ambientlight: 0 0 0 (none)


note that all my roads are meshes. the fog effect only happens to straight roads, and not curved ones. im looking at all 3 of ur pix, and i can see in all 3 of them that the road makes a very bright siloheutte (however you spell it) against the lod terrain.

Posted: Tue Jun 24, 2003 2:06 am
by Alcoholic
make that road a patch mesh and you'll see what i mean.

Posted: Tue Jun 24, 2003 2:50 am
by crunch
That road IS a patch mesh.

Take another look at your image. Look at how the road is overbright throughout the entire mesh due to the farplane.

Then look at even the third image I posted (farplane/1500). Notice how the "silhouette" you referred to is not even close to as bright as your road. It gradually "fogs up" with distance. It is not a constant "fog".

The road also is straight, with slight terrain manipulations.

I will add your settings to the testmap and see what happens.

BTW-- when you say straight, does that include left to right? Or is there a "hump" in your road? I created this road with an 8 grid "hump".

Posted: Tue Jun 24, 2003 3:35 am
by Alcoholic
the road is flat. as in quake I flat. they point at right angles.

Posted: Tue Jun 24, 2003 6:11 am
by Krane
i see these pix from crunch and I think it's ok, even w/ the "silhouette". The question (for me, at least) is: How you can make a simple scenario from scratch and don't have this "foggy s**** fx"? Since my 1st map I was never able to solve this "problem....

Crunch, you've make the thing. WHAT DID YOU DO?

Posted: Wed Jun 25, 2003 12:07 am
by crunch
I recompiled the testmap with Alcoholic's settings, and guess what? The patch road is overbright and foggy.

But I also know why. The suncolor "Blue" value is full daylight.
It is conflicting with the true light level of the map, as well as (and here I point out what Slyk said) a farplane anomaly that has trouble differentiating the area of the patch that is close to you from the distant area.

But, at the same time, even with patches of 512 in length, the effect is still there.

It is slightly diminished, but still present.

My suggestion to you right now would be to lower the suncolor values to 30 30 40, and add ambientlight at 15 15 20.

This will greatly diminish the fog effect.
I am going to do some more experiments with compile settings, as well as surface settings to see if there is a way to solve this even at your current worldspawn settings.

Kill Ya Later!