Fog volume: Difference between revisions

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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}}
{{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.
 
[[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|game=Left 4 Dead|game1=Left 4 Dead 2|game2=Black Mesa|game3=Mapbase}} It controls fog and other visual cinematic elements within its volume. It is necessary to have at least one {{ent|fog_volume}} in order for (a master) {{ent|color_correction}} to take effect in the {{l4dseries|4.1}}.
{{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 {{l4d2|4.1}} that allows in-game manipulation of fog parameters. It is loaded via console command <code>fogui</code>. This command exists in {{portal2|4.1}}, 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.}}
{{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|{{as|4.1}} 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 <code>OnStartTouch > !activator > SetFogController > [name of env_fog_controller entity]</code>.  The input will appear as red, but it still works. Use <code>OnEndTouch()</code> to change the fog back.}}
{{note|In mods using {{src07|4.1}} and {{src13|4.1}} you can create client-side fog-changing functionality in a multiplayer game using instead {{ent|trigger_multiple}}. Have at least 2 {{ent|env_fog_controller}} with different fog settings and one checked with Master flag. Use <code>OnStartTouch > !activator > SetFogController > [name of env_fog_controller entity]</code>.  The input will appear as red, but it still works. Use <code>OnEndTouch()</code> to change the fog back.}}


{{note|In {{csgo}} (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}}
{{note|In {{csgo}} (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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== 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.{{note|Not available in {{bms|4}} since there is no [[postprocess_controller]] entity.
{{KV|Postprocess Name|intn=PostProcessName|target_destination|The name of the {{ent|postprocess_controller}} entity associated with this volume. {{not|{{Xe|4}}}}
{{note|{{Xe|4}} does not have a [[postprocess_controller]] entity.
}}
}}
}}
}}

Revision as of 13:36, 5 March 2024

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Fog in Counter-Strike: Global Offensive
Fogvolume.jpg
C++ Class hierarchy
CFogVolume
CServerOnlyEntity
CBaseEntity
C++ fogvolume.cpp

fog_volume is an e2 available in Left 4 Dead Left 4 Dead, Left 4 Dead 2 Left 4 Dead 2, Black Mesa Black Mesa, and Mapbase 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 seriesLeft 4 Dead series Left 4 Dead series.

Warning.pngWarning:Affects players based on its AABB instead of the actual brush model (tested in Left 4 Dead 2)
Tip.pngTip:There is a Fog Panel in Left 4 Dead 2 Left 4 Dead 2 that allows in-game manipulation of fog parameters. It is loaded via console command fogui. This command exists in Portal 2 Portal 2, but will not work unless resource/foguipanel.res is copied from another game.
Tip.pngTip:Use tools/toolsfog texture for your fog volumes to quickly distinguish them from triggers while level creation.
Note.pngNote:Alien Swarm 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.pngNote:In mods using Source 2007 Source 2007 and Source 2013 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 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.
Note.pngNote:In Counter-Strike: Global Offensive (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

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 in Xengine Xengine)
Note.pngNote:Xengine Xengine does not have a 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 or target).
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 theEnableinput).

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

See also

External links