[Gtkradiant] [Bug 652] New: Q3map2 , Quake 3 Arena, and Fog.
gtkradiant@zerowing.idsoftware.com
gtkradiant@zerowing.idsoftware.com
Tue, 29 Oct 2002 21:21:26 -0600
http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=652
Summary: Q3map2 , Quake 3 Arena, and Fog.
Product: GtkRadiant
Version: 1.3
Platform: All
OS/Version: Windows 2000/XP
Status: NEW
Severity: enhancement
Priority: P1
Component: q3map2
AssignedTo: ydnar@shaderlab.com
ReportedBy: Shminky.Boy@cox.net
This is a suggestion for people who wish to use level wide fog or fog hull in
their maps, but also have the desire to have the inside of large indoor areas
within the map remain completely fog-free. Below is a summary of this from the
q3map 2.3 alpha thread on the quake3world forums:
Also, If there is a way of doing this that is easier than what i'm describing
below, forgive me for wasting your time, I've searched high and low for a way
to do this, and have only succeeded in tests with cut-up fog.. url's to
screenshots also included below:
ShminkyBoy
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i did some monkeying around with foghull and cutting cubes into the fog, to try
something to keep the fog out of the buildings in my map. initially i was
successful, using a box map and a cut up fog volume as a test. it worked fine,
i was using a known working fog shader on the outside walls of the fog volume,
and nodrawnonsolid as a 'caulk' of sorts for the cuts that the volumes i cut
out made...so i applied what i thought i had learned to my project, a terrain
map. i tried a few different things to try to get it to work, but it wasn't
working right, and both maps were using the same shaders for foghull/sky,
correct worldspawn keys etc..only difference being that one was a box map and
the other a terrain map. also i noticed that this only worked in the test map
if all 4 outer surfaces of the volume were of the fog shader,even though all
inside cuts to make the non fog areas (the fog volume is a func_group) are of
nodrawnonsolid, AND if the fog volume is the last thing placed into the map
(otherwise the map leaks, go figure)
screens of the cut up fog hull working:
http://members.cox.net/shminky.boy/no_fog.jpg
http://members.cox.net/shminky.boy/no_fog2.jpg
and of it not working anymore in a terrain map:
http://members.cox.net/shminky.boy/noworkie.jpg
both the test map and the project map work fine with a normal fog volume (no
cuts), foghull settings being the same in all cases (actually the test map is
the hull of the project file)
is there an easier way to do this? if this is easy, sorry...
if this is something useful, would it be possible to see the ability to make a
working "fogcaulk" shader (something that works like watercaulk, except for fog)
in a future version?
am i asking about something thats unnessesary?
Old_Fellow
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In fact it's easy. Open your map file in a text editor and look your fog
brushes.
(edited out example to save space)
The content properties (in this case fog) of a brush are always defined by the
first line of the brush definition in the map file.
It is enough to open and edit your map file before compiling.
Unfortunately, if you add or remove something in your map, when working on it
in Gtk, you have to re-edit your map file each time before compile, to keep
your fog brushes working.
Gtk has the bad habits to re-write the brush definition in an other manner at
each save.
ShminkyBoy
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i suspected that using nodrawnonsolid in this way would cause that, as i
started with the nodrawnonsolid as my 'caulk' to build the fog plug, which
would cause the brush to be seen as a set of nodrawnonsolid brushes instead of
fog ones, by what you are saying.
i also tried to make a 'fogcaulk' using surfaceparm fog, in the same way as
i've seen the surfaceparm water used in watercaulk (ie surfaceparm water with
null water properties, with surface parms to make it 'caulk-like') when i tried
this with surfaceparm fog, it acted like the fogparms were defaulted to ( 0.0
0.0 0.0 ), or black...instead of being null (along with the fog brush with
multiple visible sides error, even though the surfaceparms nolightmap, nodraw
and nonsolid were set), as i left the fogparms in the shader null, in the hopes
of making fogcaulk (something that would 'act' like fog to the ed, but function
like watercaulk or nodrawnonsolid in the sense that it's still fog, but not
being rendered, so doesnt cause the multiple visible sides error AND avoid the
problem that _fellow is describing, which would keep the compiler and the
engine happy, while allowing ppl to cut up fog in this way. this would also
solve the thing old_fellow is speaking of wouldn't it?
thanks for your time, this new q3map2 is verry nice!!