Dust, Fog, & Smoke: Difference between revisions
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*[https://gamebanana.com/mods/3891 Fog prefab for Episode One and Two] Realistic, non-fps killing fog - tutorial | *[https://gamebanana.com/mods/3891 Fog prefab for Episode One and Two] Realistic, non-fps killing fog - tutorial | ||
{{references|1= | |||
{{ref2|cite id=1|access-date={{#time: F d, Y }}|[https://www.vogons.org/viewtopic.php?p{{=}}1088622#p1088622 Source DirectX9 grey fog bug]<br>'''a0divided:''' This bug basically only happens while using DX9 with games that run on pre-Orangebox versions of Source, like Sin as mentioned above or HL2 & EP1 before the 2010 engine update. | |||
But what's interesting is that this bug was fixed at some point by Nvidia, at least on their newer cards with the latest drivers. I currently have an RTX 3060 Laptop GPU with driver 516.5 and the fog actually works properly on DX9. Unfortunately, I think it's still bugged with AMD or Intel GPUs...}} | |||
{{ref2|cite id=2|Verified by [[User:Kr0tchet|leonidakarlach]] ([[User talk:Kr0tchet|talk]]) 01:36, 14 September 2024 (PDT):<br>Appeared to be fixed. Using RTX 3060 (desktop) and driver version 560.81. Using something like DgVoodoo2 would break this again.}} | |||
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[[Category:Hubs]] | [[Category:Hubs]] | ||
[[Category:English]] | [[Category:English]] |
Revision as of 12:28, 14 April 2025
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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
- sky_camera — aside from being used to add 3D Skybox, fog on 3D Skyboxes need to be adjusted through this entity.
- 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. Half-Life 2-content derived source games only.
- effects/fog_d2_coast_01 — Used only in the distance. Fit to brush face.
20th Anniversary Update only.
- Example usage of this material can be seen on all Water Hazard (before d1_canals_13), Highway 17 and Sandtraps maps, which was applied to round shaped brush and displacement fog placed in far distance, combined with env_fog_controller with radial fog enabled.
- effects/fog_d1_canals_13 — (uses effects/fog_gradient texture, just with color changed through $color VMT parameters).
20th Anniversary Update only.
- Example usage of this material can be seen on d1_canals_13 map, which was applied to round shaped brush and displacement fog placed in far distance, combined with env_fog_controller with radial fog enabled.
- shadertest/volumetricfog — Doesn't work.
- tools/toolsfog — Works only with func_smokevolume.
- tools/toolsskyfog — Non-functional, use non-existent shader SkyFog.
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 models/effects/vol_light001 or vol_light002. - 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.
- In Source games, prior to Left 4 Dead, renders fog as a plane a certain distance away from the camera. This method is bad, as rotating the camera will strengthen or weaken the apparent amount of fog in a particular spot, even though the viewer hasn't moved at all. After
Left 4 Dead, aswell as
Half-Life 2 (since 20th anniversary, enabled in some maps only), and
Team Fortress 2 branch games (
,
,
and
), Valve implemented a new radial method which is independent from the viewing angle. Mapbase also has it's own implementation of radial fog.
There is a Fog Panel in Left 4 Dead 2 that allows in-game manipulation of fog parameters. It is loaded via console command
fogui
.



Additionally, using dgVoodoo 2 (even on systems with newer NVIDIA drivers that fixes this issue) on this branch, can also cause this issue.
See also
External links
- Fog prefab for Episode One and Two Realistic, non-fps killing fog - tutorial
References
References | ||||
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