Dust, Fog, & Smoke: Difference between revisions

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{{Abstract Mapping}}
{{Abstract Mapping}}
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.
This article is about adding smoke, dust, fog, etc, to a map. Due to their similarities, most of these effects can be achieved by variations of each other.
 
__NOTOC__
__NOTOC__
==Entities==
== Entities ==
*[[env_fog_controller]] — adds fog to the entire map
*[[env_fog_controller]] — adds fog to the entire map
*[[env_smokestack]] — smoke emerges, is moved by wind, and dissipates
*[[env_smokestack]] — smoke emerges, is moved by wind, and dissipates
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*[[func_smokevolume]]
*[[func_smokevolume]]


==Materials==
== Materials ==
*<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; Doesn't work.
*<code>shadertest/volumetricfog</code> &mdash; Doesn't work.
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*<code>tools/toolsskyfog</code> (needs description)
*<code>tools/toolsskyfog</code> (needs description)


==Notes==
== 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).
*[[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.
*[[CS:S]] has some cloud props.
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*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]].


==See also==
== See also ==
 
* [[Fog tutorial]]
* [[Fog tutorial]]
* [[Moving Clouds]]
* [[Moving Clouds]]


==External links==
== External links ==
*[http://www.halflifestorm.com/?page=tutorials&tutorial=45 Creating Dust Motes] tutorial
*[http://www.halflifestorm.com/?page=tutorials&tutorial=45 Creating Dust Motes] tutorial
<!-- SDK nuts has closed. When (and if) this tutorial is ported onto the VDC, please link to it instead!
*[http://www.sdknuts.net/akg/tutorials/wiseSmokeStack.asp HL2 Smoke Stack] tutorial
*[http://www.sdknuts.net/akg/tutorials/wiseSmokeStack.asp HL2 Smoke Stack] tutorial
-->

Revision as of 13:48, 13 February 2008

Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want

Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie

This article is about adding smoke, dust, fog, etc, to a map. Due to their similarities, most of these effects can be achieved by variations of each other.


Entities

Materials

  • effects/fog_d1_trainstation_02 Used only in the distance. Fit to brush face. HL2-content derived source games only.
  • shadertest/volumetricfog — Doesn't work.
  • tools/toolsfog — Works only with func_smokevolume.
  • 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.

See also

External links