Making fog?

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DA SKUNK

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Is there a tut on making fog anywhere? I searched but came out empty handed.

Also, if there is no way to make fog, the map i have is really tall and i want it to look like the bottom fades into black (im not sure what this is actually called, but basiclly it just looks like your in a pit). Is there a tut on this ?

Thank you
 
As simple as that may sound to you, i have no idea what you are talking about :(.

Please indulge me?
 
my bad its env_fog_controller

when you create an entity like a prop_static what not, on that list on the right hand side of the hammer should be one list env_fog_controller, place it some on your map, i usually put it next to my env_sun and light_enviroment entities, then just right-click it and go to its properties and play around with the settings
 
is there anyway to preview this without going in game? What i basiclly want is the fog to cover the bottom of my map so you cant see the abrupt cutoff in blackness (sure you will see the black if you fall but atleast not while your playing.

Thanks
 
Env_fog_controller makes fog throughout the entire map that starts at a certain distance and cuts off visibility at another distance:



Other entities can be used to make a (*cough* better *cough*) more localized fog effect, like the brush entities func_dustmotes, func_smokecloud, func_smokevolume...
 
you could make a box and tie to entity func_smokevolume and play around with the settings... though the box you created will have a texture, it wont shop up in the compile, the texture that is but the particle effect will, so you could use a see through texture such as, fog when you browse for textures.. at least that is what i use.
 
so i tried smoke volume and:

OMG THE WORLD IS ENDING?!?!

what texture should i use, also i noticed that it was moving, that will probably lag the hell out of a multi player game, is there any way i could get it to be less laggy?

Also, in the map i plan to use this on im using the total skybox tecnique (surrounding the map in a giant sky box) and i noticed i could see the bottom of the skybox even though i filled the entire bottom of the map with 'fog' (basiclly the fog was touching each side of the skybox but i could still see the bottom)

Thanks for your help so far, i guess im getting somewhere but it needs some work :laugh:
 
i like the func_smokevolume as well. use the particesphere texture instead of the grenade.
 
ok i will try that, is smoke volume ok for multi maps?

also, i thought i would redescribe what i am trying to get so you guys can better understand me, i bascilly want a large thick cloud at the bottom of my map that you cant see all the way through.

If that makes any diffrence in what i should do lmk

Thanks for all the help
 
ok when i put the func_smoke volume is, all i get is an occasional dot of somke, and then i went and dicked with the settings until all ~5 of the dots dissappeared, 1 step foward, 2 steps backward?
 
hrmm that smokevolume may not do that as the denser you want it the lagger it gets. I dont think it's designed to cover an area that large. Im not sure what route to go for that.. maybe an env_fogcontroller or whatever it's called.
 
yeah i have been toying around with that in test maps and im going to give it a shot after i compile the map im working on tonight, i will hit you all up with screenies eventually.

I also changed the sky texture on the map, which will make a diffrence, as odd as that sounds
 
So i got the desired effect, being that the long columns in the map faded into fog, i also however managed to make it look like the map was in a cloud, or maybe amsterdam when weed is in season. :smoking:

Bascilly too much fog, i really wish i could limit it to the lower half (non playable part) of the map somehow, any suggestions?

I also have some screenies to keep you all occupied.

Yes the map needs work i know.
 
This is what i was aiming for all along, all of the other fog could go as far as im concerned
 
Might be too much effort, but this technique will give you fog only at the bottom of your map. Make an env_light_glow at the bottom of your map and set the light colour to black (or whatever colour you want the fog to be) then play with the start/end settings so that the light fades out like fog.

(For an example of what this could look like, this is the entity that creates the bright lights at the end of the tunnels that fade out in HL2)
 
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