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fog_volume
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CFogVolume defined in ![]() fogvolume.cpp
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fog_volume
is a brush entity available in all Source games since
Left 4 Dead. It's also in
Black Mesa and
Mapbase. It controls fog and other visual cinematic elements within its volume. It is necessary to have at least one
fog_volume
in order for (a master) color_correction
to take effect in the Left 4 Dead series.
![Warning.png](/w/images/thumb/c/cb/Warning.png/10px-Warning.png)
![Tip.png](/w/images/thumb/4/45/Tip.png/9px-Tip.png)
- There is a Fog Panel in
Left 4 Dead 2 that allows in-game manipulation of fog parameters. It is loaded via console command
fogui
. This command exists inPortal 2, but will not work unless
resource/foguipanel.res
is copied from another game. - Use
tools/toolsfog
texture for your fog volumes to distinguish them from triggers during level creation.
![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
Alien Swarm does not use the origin of a player to decide which fog volume they are in, but rather the camera position. Due to this, you must make sure that your fog volume is taller (height) than the highest point a marine's camera can reach, i.e: The distance from the camera in height from the marine.
- Mods using
Source 2007 or
Source 2013 can create client-side fog-changing functionality in a multiplayer game using instead
trigger_multiple
. Place at least 2env_fog_controller
with different fog settings and one checked with Master flag. UseOnStartTouch > !activator > SetFogController > [name of env_fog_controller entity]
. The input will appear as red, but it still works. UseOnEndTouch()
to change the fog back. - In
(and perhaps other games), binding multiple brushes to fog_volume will produce the fog effect for the bounding box of the group of brushes i.e. if you have 2 blocks for fog_volume in an L-shaped hallway, standing in a room in the inside corner of that hallway will trigger the fog as well
Keyvalues
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Fog Name
(FogName)
<targetname> - The name of the fog entity associated with this volume.
- Postprocess Name
(PostProcessName)
<targetname> - The name of the
postprocess_controller
entity associated with this volume. (not inXengine)
Note:
Xengine does not have a postprocess_controller entity.
- ColorCorrection Name
(ColorCorrectionName)
<targetname> - The name of the color_correction entity associated with this volume.
EnableDisable:
- Start Disabled
(StartDisabled)
<boolean> - Stay dormant until activated (with the
Enable
input).
Inputs
EnableDisable:
Enable
Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
See also
External links
- L4D Art Direction, Part 1: Filmic Effects - Valve blog post regarding film effects in Left 4 Dead.
- Changing fog in multiplayer game with Source 2007 - Steam forum.