Originally posted by wedge2211
The line surfaceparm fog is what tells the game explicitly that this is a fog.
The line fogparms ( 0.4 0.4 0.4 ) 8192 is what does the real work in the fog shader. The numbers in parentheses are the RGB color values of the fog. The last number is the maximum distance (in game units) that players can see before the fog totally obscures their vision.
You can also map textures onto the surface of the fog to achieve an effect like the surface of water shaders. Look at one of the bespin fogs to see this done.
If you have this fog in your entire level, you can add the key/value distancecull 8192 to your worldspawn and nothing beyond the cutoff distance will be drawn in-game, saving your processor a little. For more on this, see the q3map2 foghull guide (
http://www.shaderlab.com/q3map2/manual/foghull_guide.htm). [/B]