[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