fog fog foggy!
Dredd
05-31-2003, 02:48 AM
hey ppl as you may know im mapping omaha beach map and i really want fog to be on all the time cos it add the atomosphere alot.
and is there anyway to have fog on all the time?? anyway at all.
or maybe a way of having a like cheat fog were it isnt fog but it looks like fog and and so that your cant turn it off?
kleinluka
05-31-2003, 03:18 AM
the only good way to have fog in your map is by using one of the client side commands in console (cl_fog 2, cl_fog 1)
PolyHead84
05-31-2003, 07:09 AM
so dreed, is this gif in your sig from your map ???
I cant get fog to work in my dod None of the commands work.
console says that cl_fog is "1" or "2" and all the other stuff is alright but I just didnt want to work ! :mad:
hey ! youre using the poles I released in old dod.com forum ?
Now thats cool.
just Scream If you need more stuff like that !
Dredd
05-31-2003, 07:49 AM
dont spose you got the boat model lying around anywere do ya i really need it /higgins boat
oh and yes the gif is my map ;)
PolyHead84
05-31-2003, 08:42 AM
believe it or not ! I got the version with and without door, and a version which is animated by mr. me. He did a grat jop with that.
I dont want to post any urls here.
You got ICQ ??
give me your number in PM and I will send you them.
Are you from germany or can you speak german ?
Dredd
05-31-2003, 08:44 AM
i havent got icq i got msn....
or err maybe you could go on mirc go in dodmaps or invasionworks cos im in there then send it?
nope i dont speak german.
What u can do is add cl_fog 2 to ur map cfg. like that when it starts the map will automatilly have fog on, but the client can still turn it off if he wants. and i might also have that boat u want i can upload it if u wnat it.
:)
Dredd
05-31-2003, 09:10 AM
sure ok plz upload then pm me the link maybe?
Glidias
05-31-2003, 09:20 AM
wowowooww so nice!!
I'm impressed!!!
Looks better than MOHAA!
how are teh r_speeds?
anyway, it shouldn't be much of an issue if u use my method of mapping.
Mr. Me
05-31-2003, 10:04 AM
dunno if uve already got it, but if u dont: Download it here (http://home.deds.nl/~mr_me/higginsboat.zip)
btw, those gif look very promising, if u ever need a beta tester or something else, i would love to help.
p.s. if u use the boat, original model was made by polyhead.
Mr. Me
05-31-2003, 10:12 AM
and coming back on ur original question, nor everybody uses opengl, so not everybody can see the fog, i agreed (from 2 tiny gifs :) ) it does look cool. il be sure to play with fog.
you can put: cl_fog 2 in the maps class config file and it will turn it on for hte clients (if they have OpenGL) but then they can always turn it off once in game.
PolyHead84
05-31-2003, 10:45 AM
from the gif, your beach seems extremly long. Let me guess...
1/2 of the maximum lenge in Hammer ?? Even more ??????
Now, thats damn ****ing cool !
Ginger Lord
05-31-2003, 11:00 AM
Looking Good Dredd...im always in #dodmaps for testing :D
Mexikilla
05-31-2003, 11:12 AM
WOW very good looking, but only the one of the .gifs work if I heard right that there were two. Keep it up!
and not everyone likes fog, also it can be turned off at any point during the map aswell.
Dredd
05-31-2003, 12:34 PM
shame it can be turned off it makes the beach look like it goes on for ages like mohaas which is good:
hopefully my beach map for lgw/hl2 engine will have no fog or any limit to the size of the beach well it will be huge ;)
anyways to make it look like theres fog?
There is a way to embed the fog settings into your .bsp file just like when you embed textures but you have to know how to use alamac script and a little c++
Then once the map ends the users old settings will be restored
-iNw-Andy
05-31-2003, 01:40 PM
Care to elaborate?
Originally posted by -iNw-Andy
Care to elaborate?
I have not yet done it my self but i will get you all a link to the tutorial i found on it
I am thinking about doing it for my upcomming project after abfall
I rememeber the map that i first saw it used in was dod_embega but i never saw the map released . . .
Glidias
05-31-2003, 08:03 PM
What bout boats?
Why not have rising tides? func_water has Master/MoveWith features. BTW, if you want to have ocean tide effect like in Torgue's game engine (the one used to create Tribes 2 or InW's under-development game Green Light: Airborne Operations), you can do exactly just that with Half-life. Even better, you can even think about how it can rise up over time, just like in real-life. A lot of the survivors that landed early just kept hidden inside the water and gradually rose up with the tide.
And do use the .cfgs!
Also NC17, can this C++ utility allow you to maybe use different worldspawn entity settings?
Dredd do not have fog on by default it messes with sprites on both 2 and 1 settings in 1.0 for some reason so untill it works correctly it is best to just leave it off
Day of Defeat Forum Archive created by
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This in an partial archive of the old Day of Defeat forums orignally hosted by
Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.