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>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
- env_fog_controller — adds fog to the entire map
- env_smokestack — smoke emerges, is moved by wind, and dissipates
- func_dustcloud — a volume of dust
- env_steam — fast-moving version of env_smokestack, without wind
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
- HL2 Smoke Stack tutorial