Dust, Fog, & Smoke: Difference between revisions
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==Textures== | ==Textures== | ||
*<code>effects/fog_d1_trainstation_02</code> ([[HL2]] | *<code>effects/fog_d1_trainstation_02</code> ([[HL2]]-content derived source games only) | ||
*<code>shadertest/volumetricfog</code> — Does this work? | *<code>shadertest/volumetricfog</code> — Does this work? | ||
*<code>tools/toolsfog</code> (needs description) | *<code>tools/toolsfog</code> (needs description) |
Revision as of 19:29, 25 October 2005
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.
Entities
- env_fog_controller — adds fog to the entire map
- env_smokestack — smoke emerges, is moved by wind, and disapates
- func_dustcloud — a volume of dust
- env_steam — fast-moving version of env_smokestack, without wind
Textures
effects/fog_d1_trainstation_02
(HL2-content derived source games only)shadertest/volumetricfog
— Does this work?tools/toolsfog
(needs description)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
) 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.
External links
- HL2 Smoke Stack tutorial