brush based fog? does it exist?

poseyjmac

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ive heard that one can use volumetric fog which is brush based, but no one knows how to do it. im just trying to get a vertical fog. anyone know how to do this?
 
well this is what i do, don't know if its absolutely right but.

you make a brush whatever size you want for your fog. tie it to a func_dustcloud, change the color to what fog you want. size the brush. -- edit -- whoops forgot to mention that your brush has to be a non invisible (i.e. i just use grass texture)

for general fog, if you have a 3dskybox i belive you can adjust fog, and then thers the fog controller which is what i've been useing for the overall map.
 
yea func_dustcloud and func_smokevolume just don't act enough like fog, there isn't really a gradient. fog_controller won't work because i have a building high above fog, but if i make enable that fog, it will be visible inside building, when i only want it vertical, as if up above fog.
 
poseyjmac said:
yea func_dustcloud and func_smokevolume just don't act enough like fog, there isn't really a gradient. fog_controller won't work because i have a building high above fog, but if i make enable that fog, it will be visible inside building, when i only want it vertical, as if up above fog.
Doesn't the fog controller have inputs? Try changing the fog amount using triggers so it fades out when entering an area.. not tried it but if it has inputs to do that I don't see why it can't do it.

Failing that, use a few tricks to get the fog effect high up.
 
fog controller has plenty of inputs, even angles for which the fog is to be seen. its too bad they are either broken or no one knows how to use them, because ive tried every combination of angles and i see no difference in fog.

using triggers is too sloppy, i mean, you'll always notice when it changes from going indoors and outdoors. its just not good looking.

what are these 'few tricks' you are referring to? im out of tricks, im trying to find out if anyone can explain to me their tricks. this problem would be taken care if i could make my own custom materials for the contest, but i can't. :(
 
poseyjmac said:
fog controller has plenty of inputs, even angles for which the fog is to be seen. its too bad they are either broken or no one knows how to use them, because ive tried every combination of angles and i see no difference in fog.

using triggers is too sloppy, i mean, you'll always notice when it changes from going indoors and outdoors. its just not good looking.

(assuming the fog_controllers inputs do work correctly and fog can be changed on the fly)

method 1: You make it a gradual change not an instant one

method 2: since the fog distance will be greater outside than inside.. as you enter the inside of a building, you can change the fog type without seeing a difference. In such cases as using an area the player has to go in that causes the exterior to be temporarily out of sight, change the fog to match the next section



what are these 'few tricks' you are referring to? im out of tricks, im trying to find out if anyone can explain to me their tricks. this problem would be taken care if i could make my own custom materials for the contest, but i can't. :(

Fake it. So you've got your building high in the sky, and you need the top of it to be hidden in fog.

method 1: edit your map enough to have the building itself in the 3dskybox, lets you have more control over the fog effect (citadel) just have your player need to get to it differently than straight into the front door.

method 2: keeping it in the same map. place a large surface just below the height you want the fog effect to be ( and well above the player) as an illusionarry object so it doesn't block anything.. make all surfaces NODRAW, then place a gradient effect over the surface that remains, the one facing downward at the player.. position it carefully, and avoid the player being able to move too far away from the building/effect. Since its a flat image (and a sprite wouldn't in this particular case work as it always turns to face you) avoid the player being able to get closer to a 90 degree angle to the effect, or it'll be obviously a flat image gradient. From below though, the player will "think" the building is moving up into the fog.

method 3: the dust clouds/volumes that Source can generate automatically.. Those while just being sprite based, do give the impression of depth, and setup correctly will give a gradual fade upwards and look fine if done right, with a little bit of movement too which does work well, like that very faint smokey whispy motion fog has.
 
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