How add simple fog ?
How add simple fog ?
Example of the radar map fog:
In your maps worldspawn you need:
_fog : textures/radar/fog //change the texture as needed
fogclip : 3192 //change the number as needed
farplanedist : 3192 //change the number as needed
It’s a shader. There’s no actual image.
textures/radar/fog
{
qer_editorimage textures/sfx/fog_grey1.tga
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
surfaceparm fog
fogparms ( 0.09411 0.09803 0.12549 ) 3192
}
btw does anyone know what number (if there was one) the _blocksize for Battery was?
from the battery.bsp
“classname” “worldspawn”
“_fog” “textures/skies/sd_batteryfog”
“mapcoordsmaxs” “7296 -6400”
“mapcoordsmins” “-768 1664”
“_color” “0.8 0.9 1.0”
“gridsize” “256 256 128”
“_blocksize” “1024”
“ambient” “18”
“_minvertexlight” “18”
“_mingridlight” “56”
from the battery.bsp
“gridsize” “256 256 128”
“_minvertexlight” “18”
“_mingridlight” “56”[/quote]
hello!
question: what do these entities: gridsize, _minvertexlight, _mingridlight
gridsize is the resolution of the light grid. The ligth grid is used to light moving models, mostly players. AFAIK, the lightgrid is always a rectangular block, defined by the extents of your level, or a brush with the lightgrid shader on it. There is a limit to the amount of light grid data that can be in a .bsp file (8MB if I remember right.) So if your map is too big, you need a lower resolution light grid. q3map2 should do this for you automatically, so there is actually no reason to set it.
_minvertexlight sets the minimum light value of a vertex lit surface. I assume _mingridlight does the same thing, but for the lightgrid. There is also _minlight, which sets the minimum value for lightmapped surfaces. This is sort of light ambient, but not quite.
No, you don’t need to use any of them. They are for fine tuning various aspects of your lighting.