Dust, Fog, & Smoke: Difference between revisions

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(that's a negative on shadertest/volumetricfog)
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==Textures==
==Textures==
*<code>effects/fog_d1_trainstation_02</code> Used only in the distance. Fit to brush face. [[HL2]]-content derived source games only.
*<code>effects/fog_d1_trainstation_02</code> Used only in the distance. Fit to brush face. [[HL2]]-content derived source games only.
*<code>shadertest/volumetricfog</code> &mdash; Does this work?
*<code>tools/toolsfog</code> (needs description)
*<code>tools/toolsfog</code> (needs description)
*<code>tools/toolsskyfog</code> (needs description)
*<code>tools/toolsskyfog</code> (needs description)
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*Shafts of light must be added by hand. There is a model for this (<code>Effects/vol_light.mdl</code>) or you can create a non-solid brush with material (where ''did'' that material go?).
*Shafts of light must be added by hand. There is a model for this (<code>Effects/vol_light.mdl</code>) 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]].
*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]].
*As interesting as <code>shadertest/volumetricfog</code> sounds, it doesn't work.


==External links==
==External links==

Revision as of 19:39, 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.
  • 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.
  • As interesting as shadertest/volumetricfog sounds, it doesn't work.

External links