I making a map, with fog.
its a big open area in the sky, a platform set on collums.
anyways, I wanted fog all around, so I used Volumetric fog .
it worked fine, but when I added lights, it said there was a light, I fixed this, by building the fog around the platform, but that didn't work, you could only see the fog above you.
How can I light my map, or make the fog work?
I heard somthing about global lighting, whats that?
to add fog to your level you should add a fog key to worldspawn with a fog from the fogs.shader, then add distancecull with the end number from the fog parms line
eg
(from fogs shader)
textures/fogs/yavin <- add this line
{
qer_editorimage textures/fogs/fog.tga
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm fog
surfaceparm trans
q3map_nolightmap
fogparms ( 0.541176 0.490196 0.376471 ) 4000.0
}
http://www.kripzclan.co.uk/torchy/fog.jpg)
Don't use _distancecull, use _farplanedist.
Also add a key of _foghull and a value of the path to your skyshader (which in the case of global fog should be a single colored skybox that matches the color of the fog) and also you remove the textures/ bit, e.g. you'd type skies/bluesky and not textures/skies/bluesky.
For a full (honestly overdone) tutorial go to
http://members.lycos.co.uk/quakeroats/le/tutorials/foghull/foghull.htm)
One useful thing about the fog in JA is you can set the distance at which it starts from the player instead of just starting right in front of the player which makes it look much more like real fog.
If you ever forget a keyword for the worldspawn, in GTK (latest versions - currently 1.4) just look in the entity window for descriptions of all but _farplanedist.
What sky matches the color gray?
I cant find one, I tryed using colors/gray, for the walls will that work insted of a skyshader?
and I typed all the worldspawnstuff you said, but I get a red fog, that I can see clearly through, I was compileing plain old meta, on the bottom of the list.
I don' realy care about the fog, I have a few collums around the platform, the they go above and below it.
And I want them to go out of site both up and down. sorta wat fog would do right?
As long as I get my resalts i'm happy. don't care if I use fog or not.
Did you literally type textures/fogs/yavin? If so you're gonna get the yavin colored fog!
Open fogs.shader and look for those lines that begin fogparams (e.g. fogparms ( 0.541176 0.490196 0.376471 ) 4000.0). Those 3 numbers in brackets are the normalised RGB values, so it's around 54% red, 49% green and 38% blue.
As for grey though you'd probably have to make your own, something like
textures/fogs/mygreyfog
{
qer_editorimage textures/fogs/fog.tga
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm fog
surfaceparm trans
q3map_nolightmap
fogparms ( 0.3 0.3 0.3 ) 1024
}
You'll notice it is now 30% of each RGB component which will make it grey.
Oh yeah and that last number on the line (1024 in this case) is how far you can see in the fog until it becomes totally opaque. It is in GTK grid units (using the lowest grid size of 1).
This is the best value to use in _farplanedist as well btw.
K, i made that script, do I put it in the shaders?
when I opened shaders/fog, I got a wierd masage
Bad File Format: "c:/progra~1/Lucasa~1/starwa~4/gamedata/base/textures/skies/inteldimclouds"
( Owned by shader "Bespin" )
Coudn't read c:/progra~1/Lucasa~1/starwa~4/gamedata/base/textures/skies/inteldimclouds
Continu receiving the message?
Yes no
if I click yes the message shows up again, if no, it closes the program.
and for my script, I put in in shaders right?
You make a file called something.shader and place it in \shaders\.
You also add the name of that file to the shaderlist.txt file that is located in \shaders\.
As for those errors you got, where did you get them and what on earth is inteldimclouds?