fog?
PanFrie
03-01-2005, 09:40 AM
ok, i cant find this anywhere... how can i make fog? and i mean a huge area of it, not the ity bity sprite one
DEvIL-K
03-01-2005, 10:11 AM
not possible in dod. cl_fog off or on depends on every client - u can't control that in the map itself.
PanFrie
03-01-2005, 11:12 AM
dangit...
Epinephrine
03-01-2005, 12:54 PM
Do we know anything about fog in source?
Originally posted by Epinephrine
Do we know anything about fog in source?
I've played with a few few CS:S custom maps that had patches of it, but it slowed my fps down to a crawl and I don't have a crappy machine, either. I'm hoping they find a good way to put fog back in. cl_fog 2 with cl_fog_end 5000 just added so much atmosphere to most maps.
DEvIL-K
03-01-2005, 01:50 PM
in source you have the possibility to
a) enable fog
b) set the fog color
c) set the distance where it begins
-> all in the map itself.
there are no fps drops or lags as far as i have experienced it.
Ginger Lord
03-02-2005, 01:55 PM
Source you can have fog everywhere, starting at a certain distance and ending at a set distance, this causes little to no slowdown.
Or you can have localised fog made from brush entities, this fills the area with fog (sparse or dense) and does slow your PC down a lot.
josh_u[RR]
03-02-2005, 03:14 PM
Originally posted by Ginger Lord
Source you can have fog everywhere, starting at a certain distance and ending at a set distance, this causes little to no slowdown.
Or you can have localised fog made from brush entities, this fills the area with fog (sparse or dense) and does slow your PC down a lot.
so, in order to have fog that doesn't slow down your fps, itd have to be inside buildings as well? that sucks. I guess you could just set the start distance far enough away that it won't look like its in buildings, but thats still a bummer.
Epinephrine
03-02-2005, 03:53 PM
For ruined buildings with blown open walls it'd work fine and for outdoor areas. It's too bad in a way that it's so basic, but fog of any sort will make some nice atmospheres possible of Donner/Thunder and Koln style maps.
- It'd be neat if you could set a height of fog as well, to have fog in a layer below some Z value, dissipating over some variable of nits up from there - this would allow fog in a valley/along a river, or to climb up a building and peer down into the fog. Well, we'll just have to make do, right :)
PanFrie
03-02-2005, 04:03 PM
having to set the hight would be sweet... oyu could be prone under the fog and see everyones legs as they ran past... would be awsome for knife kills :-P
DEvIL-K
03-03-2005, 12:12 PM
Originally posted by PanFrie
having to set the hight would be sweet... oyu could be prone under the fog and see everyones legs as they ran past... would be awsome for knife kills :-P
..kinda nice idea!! :D
But it would only work on maps without height differences...and height differences are always interesting for gameplay..:/ On maps built like flash it would be ok though...or kalt.
PanFrie
03-03-2005, 02:23 PM
just set the fog so its on certain levels, not on every one, like on avalanche only have it in the center (bad exemple, but you understand the concept...
spatchula
03-12-2005, 05:09 PM
How hard is it really to say "If an effect or animation goes through a piece of terrain, cut off anything from the effect or animation that is going through it.". I mean, look at all the things we have today in video games. Someone still hasn't found a way to do this?
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