Fog volume: Difference between revisions
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Warning:Affects players based on its AABB instead of the actual brush model (tested in
)
Tip:There is a Fog Panel in
Left 4 Dead 2 that allows in-game manipulation of fog parameters. It is loaded via console command
Portal 2, but will not work unless
Tip:Use
Note:
Alien Swarm does not use the origin of a player to decide which fog volume they are in, but rather camera position. Due to this, you must make sure that your fog volume is taller (height) then the highest point a marines camera can reach, i.e: The distance from the camera in height from the marine.
Note:In mods using Source 2007 and Source 2013 you can create client-side fog changing functionality in a multiplayer game using instead trigger_multiple. Have at least 2 env_fog_controller with different fog settings and one checked with Master flag. Use
Note: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
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<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang}}[[File:Csgo fog example 1.jpg|thumb|right|Fog in Counter-Strike: Global Offensive]][[File:Fogvolume.jpg|left]]{{CD|CFogVolume|file1=fogvolume.cpp}} | <!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang}}[[File:Csgo fog example 1.jpg|thumb|right|Fog in Counter-Strike: Global Offensive]][[File:Fogvolume.jpg|left]]{{CD|CFogVolume|file1=fogvolume.cpp}} | ||
{{this is a|e2|name=fog_volume|since=Left 4 Dead}} It controls fog and other visual cinematic elements within its volume. It is necessary to have at least one <code>fog_volume</code> in order for (a master) [[color_correction]] to take effect in Left 4 Dead and Left 4 Dead 2. | {{this is a|e2|name=fog_volume|since=Left 4 Dead}} It is also available in {{bms|4}} and {{mapbase|4}}. It controls fog and other visual cinematic elements within its volume. It is necessary to have at least one <code>fog_volume</code> in order for (a master) [[color_correction]] to take effect in Left 4 Dead and Left 4 Dead 2. | ||
{{Warning|Affects players based on its [[AABB]] instead of the actual brush model (tested in {{l4d2}})}} | {{Warning|Affects players based on its [[AABB]] instead of the actual brush model (tested in {{l4d2}})}} | ||
{{tip|There is a Fog Panel in {{game link|Left 4 Dead 2}} that allows in-game manipulation of fog parameters. It is loaded via console command <code>fogui</code>. This command exists in {{portal2}}[[Portal 2]], but will not work unless <code>resource/foguipanel.res</code> is copied from another game.}} | {{tip|There is a Fog Panel in {{game link|Left 4 Dead 2}} that allows in-game manipulation of fog parameters. It is loaded via console command <code>fogui</code>. This command exists in {{portal2}}[[Portal 2]], but will not work unless <code>resource/foguipanel.res</code> is copied from another game.}} | ||
{{tip|Use <code>tools/toolsfog</code> texture for your fog volumes to quickly distinguish them from triggers while level creation.}} | |||
{{note|{{game link|Alien Swarm}} does not use the origin of a player to decide which fog volume they are in, but rather camera position. Due to this, you must make sure that your fog volume is taller (height) then the highest point a marines camera can reach, i.e: The distance from the camera in height from the marine.}} | {{note|{{game link|Alien Swarm}} does not use the origin of a player to decide which fog volume they are in, but rather camera position. Due to this, you must make sure that your fog volume is taller (height) then the highest point a marines camera can reach, i.e: The distance from the camera in height from the marine.}} | ||
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== Keyvalues == | == Keyvalues == | ||
{{KV|Fog Name|intn=FogName|target_destination|The name of the fog entity associated with this volume.}} | {{KV|Fog Name|intn=FogName|target_destination|The name of the fog entity associated with this volume.}} | ||
{{KV|Postprocess Name|intn=PostProcessName|target_destination|The name of the postprocess entity associated with this volume.}} | {{KV|Postprocess Name|intn=PostProcessName|target_destination|The name of the postprocess entity associated with this volume.{{note|Not available in {{bms|4}} since there is no [[postprocess_controller]] entity. | ||
}} | |||
}} | |||
{{KV|ColorCorrection Name|intn=ColorCorrectionName|target_destination|The name of the color_correction entity associated with this volume.}} | {{KV|ColorCorrection Name|intn=ColorCorrectionName|target_destination|The name of the color_correction entity associated with this volume.}} | ||
{{KV Targetname}} | {{KV Targetname}} |
Revision as of 01:45, 3 February 2024
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CFogVolume |
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fog_volume
is an e2 available in all Source games since
Left 4 Dead. It is also available 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 Left 4 Dead and Left 4 Dead 2.




fogui
. This command exists in 
resource/foguipanel.res
is copied from another game.
tools/toolsfog
texture for your fog volumes to quickly distinguish them from triggers while level creation.


OnStartTouch > !activator > SetFogController > [name of env_fog_controller entity]
. The input will appear as red, but it still works. Use OnEndTouch()
to change the fog back.

Keyvalues
- Fog Name (FogName) <targetname>
- The name of the fog entity associated with this volume.
- Postprocess Name (PostProcessName) <targetname>
- The name of the postprocess entity associated with this volume.
Note:Not available in
Black Mesa since there is no postprocess_controller entity.
- ColorCorrection Name (ColorCorrectionName) <targetname>
- The name of the color_correction entity associated with this volume.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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.