Nice fog

11-07-2007, 07:51 AM
Can anyone recommend some good fog settings?

The fog doesn't have to be quite as thick as say, dod_flurry, but just enough to make the mid to far distance disappear and look natural against tree props, buildings etc.


11-07-2007, 09:17 AM
You realize fog settings are map specific and we can't help you more than you can yourself? Just place the fog entity in your map and tweak it in game with the console commands until you're satisfied

11-07-2007, 10:21 AM
to look realistic you need to choose a colour similar to the skybox, so i always take a screenshot including objects in the distance and the skybox, then blur it in photoshop to get an average colour, which i then use as the fog colour. it looks more natural, and if you have thick fog, it means everything fades into the skybox instead of giving you a flat silhouette that stands out against the sky.

if you want a realistic haze (which every map should have), set the start distance to 0 and the end distance to about 10,000, which i think is what jagd uses, and what i used in cherbourg. set it lower to reduce visibility at whatever distance you need, which you can measure in hammer, or play some customs until you find a setting you like and just edit the colours for you own map.

11-08-2007, 08:45 PM
If you want an overcast sort of foggieness that hides the clouds and blue sky, then you could try the method that I used in dod_drizz.

Inside your skybox, make another hollowed out box, but just a bit smaller than the skybox itself. Texture the box with that grey dev texture, set to a large enough scale that none of the white edges are visible. Turn the grey box into a func_detail, with shadows off.
Use the same setting for fog colours/distances in the sky_camera as you have in the env_fog_controller.
Voila, you have fog that doesn't make trees/other stuff/the horizon look like ass.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.