Seamless fog transitions
Terawatt_99
Join Date: 2002-02-09 Member: 188Members
<div class="IPBDescription">Just thought of it...</div>ok, here's my idea, you all know of how the valve team made the level transitions in HL, with the winding narrow corridors, well, you can do that for fog-to-no-fog zones, now here's where i'm gonna go a bit nuts on the rant:
ok: you have a room, with a corridor heading out for a little way, then, at the end of that corridor, there is a 90 degree turn, then, after a short distance, another 90 degree turn, going the opposite direction (so far: a room, a corridor, a 90 degree left/right turn, and a 90 degree right/left turn) ok, still with me? good. cause now it gets confusing: now, the whole room and the first section of the corridor contains the fog entity, then the fog entity goes around the corner, but only half-way of the next section of the corridor: but make sure the fog's distance is at least the distance from halfway down the second corridor to the farthest wall so that you can't see the fog in the second corridor, and have the third and last half of the second corridors empty…
when I get home, I'll make a demo bsp if this is too confusing...
edit: sorry about all that wierd jargon, i had to copy&paste from word, and it must have messed it up <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
ok: you have a room, with a corridor heading out for a little way, then, at the end of that corridor, there is a 90 degree turn, then, after a short distance, another 90 degree turn, going the opposite direction (so far: a room, a corridor, a 90 degree left/right turn, and a 90 degree right/left turn) ok, still with me? good. cause now it gets confusing: now, the whole room and the first section of the corridor contains the fog entity, then the fog entity goes around the corner, but only half-way of the next section of the corridor: but make sure the fog's distance is at least the distance from halfway down the second corridor to the farthest wall so that you can't see the fog in the second corridor, and have the third and last half of the second corridors empty…
when I get home, I'll make a demo bsp if this is too confusing...
edit: sorry about all that wierd jargon, i had to copy&paste from word, and it must have messed it up <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
Comments
-Jacius
This works for even complex areas, since the env_fog entity doesn't count as visible, so you can make them any size you wish without causing framerate drops.
or you could just compile the rmf that <b>should</b> be in the zip (i hope...) anyways, i'll post the right one tomorrow, i don't have the time tonight... <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
This works for even complex areas, since the env_fog entity doesn't count as visible, so you can make them any size you wish without causing framerate drops.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
this is actually what im talking about...
but as uncritical said, this needs a lot of fog entitys. (i have no experience in mapping with env_fog, but i take it what he sais is true...)
*turns away and looks suspicious to the world*
i think it would be nice... i think imma test it. but is the env_fog a brush entity?... ill figure out...
btw where are those damn mapping guidelines? can't find them anywhere in rr or ns.org ill try looking at ns world <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->