Well, i made a foghull and it basically made a big box around my map without actuallty making it kinda like a nearbox, culling tris and creating a semi universal fog bubble around the player, just a big transparent box that only culled...nothing actually, nothing was culled. it just kinda was like a box of fog...it was see through..and yes, i did make the shader right, got the paths right, etc...help? Yes, i did use that tutorial on lycos. maybe that tut is slightly off? or im just an idiot. probably the latter. help me with my retardation. ok enough trying (and failing) to be funny, anyone know what im doing wrong? or should i just stop trying and add a universal fog? Maybe the one thing I actually need to complete a map. it just wouldnt be a creepy map without it.
oh, heres the link, in case anyone needs it.
Eh. I tried that tutorial too. It was obviously written for JK2, but all things should point to it being able to work for JK3. If anyone knows how to get it to work, I would be thankful too. Or if someone could write a new foghull tutorial. That would be great also.
key: fog value: textures/fogs/yourfog
key: distancecull value: you pick.
Make sure the shader value in the fog is less than the distancecull in the worldspawn. You also need a solid color bottom 5 images of skybox, which fade to a normal top image.
so, is that the process for the foghull or the universal fog? if the universal fog, is there a way to make it slightly patchy fog? I added all the commands the tut told me to and adjusted the _farplanedist to be right, but it didnt want to work. also, what do you mean about the fading into the top image?
If you want a foghull it has to be universal. OIr you could always do it manually with fog brushes if you wanted a cull in some areas but not others.
use distancecull instead of farplanedist.
As for the skybox, you need to remember that a global fog extends upward as well as across and forward, so you get hard lines where the fog meets the skybox if you dont fade the top of the skybox downward into the same color as your fog.
That tutorial that Isla posted indicated that all 6 skybox brushes should be the color of your fog, is that true? And if you did that, then would the fog blend properly. And can you look over that tutorial and tell us if there is anything in it that would prevent it from working in JK3?
[COLOR=Red]Fog Hull Tutorial[/COLOR]
The fog here was done with just fog brushes with a fade distance of 10,000units and a distancecull of 12,000 units. The skybox, as you can see, does not need to be all the same color. However, it does have to blend to the same color as the fog (in this case, black) someway down the 4 side images. The distance down these images it needs to fade to black depends on how tall your level is.
ok, but i do remember seeing the difference between universal fog, and fogculls. Universal fog is put into the worldspawn, i think, and the foghull is kinda like a nearbox, but not really. Its supposed to draw fog in a sphere around the player with falloff so that everything beyond the point the fog becomes opaque isnt drawn until you get near it, right? like, just an example, Halo and Halo 2, in the flood levels, there was this orange tan fog all around you, but it just stayed there, and if you moved, the patches always stayed in the same place on the screen. in that way, kinda like a sprite, but I thought the foghull tutorial was trying to teach you how to do that, based on the pictures the author gave. Thats the problem, the tutorial isnt working, soooooo....thats what this is about.
I get what you're saying. But since the q3 engine is different than a game like halo, this distance fog replaces that "fog bubble" you are describing. I do believe that weather effects such as rain are like what you are talking about, because if you noclip fast through a jedi academy rain storm, the rain seems to linger where you last were.