Dust, Fog, & Smoke: Difference between revisions
		
		
		
		
		
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m (→Entities:  sp)  | 
				 (that's a negative on shadertest/volumetricfog)  | 
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==Textures==  | ==Textures==  | ||
*<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>tools/toolsfog</code> (needs description)  | *<code>tools/toolsfog</code> (needs description)  | ||
*<code>tools/toolsskyfog</code> (needs description)  | *<code>tools/toolsskyfog</code> (needs description)  | ||
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*Shafts of light must be added by hand. There is a model for this (<code>Effects/vol_light.mdl</code>) or you can create a non-solid brush with material (where ''did'' that material go?).  | *Shafts of light must be added by hand. There is a model for this (<code>Effects/vol_light.mdl</code>) 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]].  | *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]].  | ||
*As interesting as <code>shadertest/volumetricfog</code> sounds, it doesn't work.  | |||
==External links==  | ==External links==  | ||
Revision as of 18:39, 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 dissipates
 - func_dustcloud — a volume of dust
 - env_steam — fast-moving version of env_smokestack, without wind
 
Textures
effects/fog_d1_trainstation_02Used only in the distance. Fit to brush face. HL2-content derived source games only.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.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.
 - As interesting as 
shadertest/volumetricfogsounds, it doesn't work. 
External links
- HL2 Smoke Stack tutorial