Fog volume: Difference between revisions
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Tip:There is a Fog Panel in
Left 4 Dead 2 that allows in-game manipulation of fog parameters. It is loaded via console command
Portal 2 but does not function.
Note:
Alien Swarm does not use the origin of a player to decide which fog volume he is in, but rather camera position. Due to this, you must make sure that your fog volume is taller (height) then the highest point a marines camera can reach, i.e: The distance from the camera in height from the marine.
Tip: In
mods using Source 2007 and Source 2013 you can mimic client-side fog changing functionality in a multiplayer game using a trigger_multiple. Use
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{{note|{{game link|Alien Swarm}} does not use the origin of a player to decide which fog volume he is in, but rather camera position. Due to this, you must make sure that your fog volume is taller (height) then the highest point a marines camera can reach, i.e: The distance from the camera in height from the marine.}} | {{note|{{game link|Alien Swarm}} does not use the origin of a player to decide which fog volume he is in, but rather camera position. Due to this, you must make sure that your fog volume is taller (height) then the highest point a marines camera can reach, i.e: The distance from the camera in height from the marine.}} | ||
{{tip| In {{HL2}} mods using Source 2007 and Source 2013 you can mimic client-side fog changing functionality in a multiplayer game using a trigger_multiple. Use <code>OnStartTouch > !activator > SetFogController > [name of fog_controller entity]</code>. The input will appear as red, but it still works | {{tip| In {{HL2}} mods using Source 2007 and Source 2013 you can mimic client-side fog changing functionality in a multiplayer game using a trigger_multiple. Use <code>OnStartTouch > !activator > SetFogController > [name of fog_controller entity]</code>. The input will appear as red, but it still works.}} | ||
Revision as of 10:13, 11 September 2013
Template:L4d series brush As well as Portal 2 and
Alien Swarm . It controls fog and other visual cinematic elements within its volume. It is necessary to have at least one
fog_volume
in order for (a master) color_correction to take effect in Left 4 Dead and Left 4 Dead 2.


fogui
. This command exists in 




OnStartTouch > !activator > SetFogController > [name of fog_controller entity]
. The input will appear as red, but it still works.
Keyvalues
- Fog Name ([todo internal name (i)]) <targetname>
- The name of the fog entity associated with this volume.
- Postprocess Name ([todo internal name (i)]) <targetname>
- The name of the postprocess entity associated with this volume.
- ColorCorrection Name ([todo internal name (i)]) <targetname>
- The name of the color_correction entity associated with this volume.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
See also
External links
- L4D Art Direction, Part 1: Filmic Effects - Valve blog post regarding film effects in Left 4 Dead.
- Changing fog in multiplayer game with Source 2007 - Steam forum.