Dust, Fog, & Smoke: Difference between revisions
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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. | 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. | ||
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* [[Fog tutorial]] | * [[Fog tutorial]] | ||
* [[Moving Clouds]] | * [[Moving Clouds]] | ||
* [[:Category: Level Design]] | |||
== External links == | == External links == |
Revision as of 17:29, 22 March 2009
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
- Fog prefab for Episode One and Two Realistic, non-fps killing fog - tutorial