[Gtkradiant] [Bug 652] Q3map2 , Quake 3 Arena, and Fog.
gtkradiant@zerowing.idsoftware.com
gtkradiant@zerowing.idsoftware.com
Tue, 05 Nov 2002 03:10:32 -0600
http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=652
------- Additional Comments From Shminky.Boy@cox.net 2002-11-05 03:10 -------
Randy,
Below is the follow-up info about bug 652 that you requested:
Screenshots:
http://members.cox.net/shminky.boy/shot0030.jpg
http://members.cox.net/shminky.boy/shot0031.jpg
http://members.cox.net/shminky.boy/shot0025.jpg
I do have a question about it though..
You will notice in the screen shots that func_rotating_door entities and
func_breakable windows do not get fogged. I will try either adding a tint to
the textures to blend with the fog, or adding a fog to the textures affected
via a shader? but i dont know which way would work best to solve that. I wanted
to get these shots out to you quickly so you could see that cut up fog is now
working, and also working in conjunction with foghull and farplane culling.
there are 9 cubes cut into the fog func_group at varying heights, 6 enterable
buildings in the map, which is half terrain, and half planar.
forgive my ignorance if this is easily fixable
Thanks for addressing the issues that were preventing me from implementing
fog in my map in a way that is useful to mappers like me in the community, it
works great!
Dave Snyder
Part of the Urban Terror mapping community