fog_volume
		
		
		
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|  Class hierarchy | 
|---|
| CFogVolume | 
|  fogvolume.cpp | 
Template:Entity 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.
 Warning:Affects players based on its AABB instead of the actual brush model (tested in
Warning:Affects players based on its AABB instead of the actual brush model (tested in  )
) Tip:There is a Fog Panel in Template:Game link that allows in-game manipulation of fog parameters. It is loaded via console command
Tip:There is a Fog Panel in Template:Game link that allows in-game manipulation of fog parameters. It is loaded via console command fogui. This command exists in  Portal 2, but will not work unless
Portal 2, but will not work unless resource/foguipanel.res is copied from another game. Note:Template:Game link does not use the origin of a player to decide which fog volume they are 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:Template:Game link does not use the origin of a player to decide which fog volume they are 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:In mods using Source 2007 and Source 2013 you can create client-side fog changing functionality in a multiplayer game using instead trigger_multiple. Have at least 2 env_fog_controller with different fog settings and one checked with Master flag. Use
Note:In mods using Source 2007 and Source 2013 you can create client-side fog changing functionality in a multiplayer game using instead trigger_multiple. Have at least 2 env_fog_controller with different fog settings and one checked with Master flag. Use OnStartTouch > !activator > SetFogController > [name of env_fog_controller entity].  The input will appear as red, but it still works. Use OnEndTouch() to change the fog back. Note:In
Note:In  (and perhaps other games), binding multiple brushes to fog_volume will produce the fog effect for the bounding box of the group of brushes i.e. if you have 2 blocks for fog_volume in an L-shaped hallway, standing in a room in the inside corner of that hallway will trigger the fog as well
 (and perhaps other games), binding multiple brushes to fog_volume will produce the fog effect for the bounding box of the group of brushes i.e. if you have 2 blocks for fog_volume in an L-shaped hallway, standing in a room in the inside corner of that hallway will trigger the fog as wellKeyvalues
- Fog Name (FogName) <targetname>
- The name of the fog entity associated with this volume.
- Postprocess Name (PostProcessName) <targetname>
- The name of the postprocess entity associated with this volume.
- ColorCorrection Name (ColorCorrectionName) <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. parentnameortarget).
 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 theEnableinput).
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
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.


























