Env fog controller: Difference between revisions

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(Added a fogblend example - maybe move to overall description?)
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: '''<[[color255]]>'''
: '''<[[color255]]>'''
* '''fogdir'''
* '''fogdir'''
: <vector> A vector that determines the directions of the primary and secondary fog, relative to the env_fog_controller entity.
: <vector> A vector (given by three space-separated numbers X Y Z) which points from the secondary fog color ''fogcolor2'' towards the primary fog color ''fogcolor''.  
* '''fogstart'''
* '''fogstart'''
: <float> How far from the point-of-view the fog should start.
: <float> How far from the point-of-view the fog should start.
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: {{boolean}}
: {{boolean}}
* '''fogblend'''
* '''fogblend'''
: {{boolean}} This will enable blending between two fog colors, based on the direction the player is looking. It approximates the aesthetic effect of diffuse light filtering through the fog.
: {{boolean}} This will enable blending between two fog colors, based on the direction the player is looking. If the player's viewpoint is equal to the ''fogdir'' vector, the fog will be drawn with the secondary color; if facing in the complete opposite direction, the fog will be drawn with the primary color.
: This can be used to approximate the aesthetic effect of diffuse light filtering through the fog, but since the fog effect color is changed for the entire rendered scene, it is best to keep the two colors relatively close to make the blending less obvious.
: For example, sunlight with a yaw of 45 degrees and a pitch of -45 degrees could be enhanced using a ''fogdir'' of '-1 -1 1', a ''fogcolor'' of '120 110 100' and a ''fogcolor2'' of '80 70 60'.
* '''use_angles'''
* '''use_angles'''
: {{boolean}}
: {{boolean}}

Revision as of 06:10, 6 August 2005

Template:Wrongtitle

Entity Description

The env_fog_controller entity controls fogging in a level. This has both aesthetic and functional purpose. Functionally, by adding fog to a level, you can hide a far clip plane, and reduce the amount of rendered geometry, improving game performance.

Keyvalues

<color255>
  • fogcolor2
<color255>
  • fogdir
<vector> A vector (given by three space-separated numbers X Y Z) which points from the secondary fog color fogcolor2 towards the primary fog color fogcolor.
  • fogstart
<float> How far from the point-of-view the fog should start.
  • fogend
<float> How far from the point-of-view the view should be completely fogged.
  • farz
<integer> This is the distance from the point-of-view that the level geometry should stop being drawn at. This can be used to control engine performance.
  • fogenable
<boolean>
  • fogblend
<boolean> This will enable blending between two fog colors, based on the direction the player is looking. If the player's viewpoint is equal to the fogdir vector, the fog will be drawn with the secondary color; if facing in the complete opposite direction, the fog will be drawn with the primary color.
This can be used to approximate the aesthetic effect of diffuse light filtering through the fog, but since the fog effect color is changed for the entire rendered scene, it is best to keep the two colors relatively close to make the blending less obvious.
For example, sunlight with a yaw of 45 degrees and a pitch of -45 degrees could be enhanced using a fogdir of '-1 -1 1', a fogcolor of '120 110 100' and a fogcolor2 of '80 70 60'.
  • use_angles
<boolean>

Inputs

Set the fog start distance.
  • SetEndDist <float>
Set the fog end distance.
  • TurnOn
Turn the fog on.
  • TurnOff
Turn the fog off.
Set the primary fog color.
Set the secondary fog color.
  • SetFarZ <integer>
Set the far clip plane distance.
  • SetAngles <string>
Set the angles to use for the secondary fog direction.

Outputs

See Also