Dust, Fog, & Smoke
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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 withenv_fog_controllerwith radial fog enabled.
- Example usage of this material can be seen on all Water Hazard (before
effects/fog_d1_canals_13— (useseffects/fog_gradienttexture, just with color changed through$colorVMT parameters).
20th Anniversary Update only.
- Example usage of this material can be seen on
d1_canals_13map, which was applied to round shaped brush and displacement fog placed in far distance, combined withenv_fog_controllerwith radial fog enabled.
- Example usage of this material can be seen on
shadertest/volumetricfog— Doesn't work.tools/toolsfog— Works only with func_smokevolume.tools/toolsskyfog— Non-functional, use non-existent shaderSkyFog.
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.
dxlevel 81 (DirectX 8.1 level) or lower, only dxlevel 90 (DirectX 9.0 level) or higher.
Additionally, using any Direct3D 9 wrapper (D3D9 to D3D11 via
dgVoodoo 2 for example) on this branch, even on systems with newer NVIDIA drivers that fixes this issue, will also cause this fog issues to appear.
See also
External links
- Fog prefab for Episode One and Two Realistic, non-fps killing fog - tutorial
References
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