How to make fog

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How to make fog

Postby Kay » Sun May 31, 2009 10:23 am

how to make fog in NetRadiant ??
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Postby Sepelio » Sun May 31, 2009 1:34 pm

Its just a set thing in the worldspawn. Theres no way to make say a single room with fog, it can only be done globally as far as I'm aware.

If you look in the worldspawn the name for it will be something like:

fog [strength] [color]

The strength being how dense the fog is. Use a value far less than 1 or you wont be able to see anything :P
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Postby Mizu Kitsune » Sun May 31, 2009 4:40 pm

try trigger_multiple >> event >> paticles >> type >> smoke.
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Postby C.Brutail » Sun May 31, 2009 4:45 pm

That would look stupid and eat too much FPS.
As Sepelio said, you should set it up in worldspawn. The description of the entity tells all the info you need.
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Postby Mizu Kitsune » Sun May 31, 2009 4:48 pm

particles can be used to make dynamic fog, but yes, will eat up fps.
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Postby AnArKiSt » Sun May 31, 2009 5:52 pm

No smoke, please.

My graphics hardware hates smoke.

The game will run smooth as visibly possible, then comes a smoke effect and then it all goes to hell.
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Postby Mizu Kitsune » Sun May 31, 2009 5:53 pm

lol ^_^
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Postby Sven » Sun May 31, 2009 6:20 pm

key: fog
value: density r g b mindist maxdist (this is what ive rwemember can be wrong :P )
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Postby Sepelio » Sun May 31, 2009 9:14 pm

Sven wrote:key: fog
value: density r g b mindist maxdist (this is what ive rwemember can be wrong :P )


Looks more correct than mine :P

On this note of particles, how can I use a point particles to simulate rain/falling water?

(in this case, its for my assault map. I want the player to destroy a pipe, and then have it begin spraying water)
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Postby Mizu Kitsune » Sun May 31, 2009 9:36 pm

first set up your particles, for this you need 2 emiters to do the water spray arch, then link them to a trigger_multiple and the downward part starts 2 seconds later.
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