Dust, Fog, & Smoke: Difference between revisions

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==Entities==
==Entities==
*[[env_fog_controller]] — adds fog to the entire map
*[[env_fog_controller]] — adds fog to the entire map
*[[env_smokestack]] — smoke emerges, is moved by wind, and disapates
*[[env_smokestack]] — smoke emerges, is moved by wind, and dissipates
*[[func_dustcloud]] — a volume of dust
*[[func_dustcloud]] — a volume of dust
*[[env_steam]] — fast-moving version of env_smokestack, without wind
*[[env_steam]] — fast-moving version of env_smokestack, without wind

Revision as of 19:35, 25 October 2005

This article is about adding smoke, dust, fog, etc, to a map. Due to their similatities, most of these effects can be achieved by variations of each other.

Entities

Textures

  • effects/fog_d1_trainstation_02 Used only in the distance. Fit to brush face. HL2-content derived source games only.
  • shadertest/volumetricfog — Does this work?
  • tools/toolsfog (needs description)
  • tools/toolsskyfog (needs description)

Notes

  • env_smokestack and func_dustcloud use numerous sprites to achieve their effect, and can therefore be very expensive to render (some settings will slow your map, especially on low-end systems).
  • CS:S has some cloud props.
  • Shafts of light must be added by hand. There is a model for this (Effects/vol_light.mdl) or you can create a non-solid brush with material (where did that material go?).
  • To get fog in a 3D skybox, adjust the fog settings in the sky_camera. For best results give it the same settings as the env_fog_controller.

External links