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 | 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> — Doesn't work. | *<code>shadertest/volumetricfog</code> — 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 | ||
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Revision as of 13:48, 13 February 2008
Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want |
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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
- 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
- env_dustpuff — emits puffs of dust
- env_smoketrail
- func_smokevolume
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
- Creating Dust Motes tutorial