newxog_global
newxog_global
is a point entity available in Black Mesa. Xog (short for Xen Fog) is Screenspace Fog, very flexible new fog system that replaces Source's legacy fog. The new xog can be configured on the fly with instant results ingame, it can change over time with I/O, and it can vary in density and color based on height. Along with its tons of options, is that it became (sort of) the preferred way for level designers to do color corrections in the xen part of the game instead of the old color correction entity provided by Source Engine. Uses radial fog instead of deprecated planar/z fog. On top of 3 colors for blending, it support both 1D and cubemap gradient textures. The game also have console-based Xog Editor which can select and edit almost every property of any xog entity.
Represented by class CNewXogGlobal
.
Keyvalues
- Name (targetname) <string>
- 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
- Enabled (Enabled) <choices>
- Determines is this entity enabled or disabled on spawn.
- 0: Enabled
- 1: Disabled
- Xog Type (xogtype) <choices>
- Determines xog type.
- 0:0: Global - render xog in world space only.
- 1:1: GlobalWithSky - render xog in world space and add third layer for skybox (without color blending, uses
skyColor
instead). - 2:2: SkyOnly - xog will be applied to skybox with color blending,
skyBlendFactor
will not work, decreased intensity will show a "black void" instead of skybox.
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GlobalWithSky
or Global
with SkyOnly
(separately as well) in your level. Otherwise, game will crash on map launch with this engine error message.
- skyColor (skycolor) <color255>
- Xog color in 2D skybox.
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- skyBlendFactor (skyblendfactor) <float>
- Xog intensity in skybox. This is a float value from 0.0 to 1.0.
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- Color Mode (colormode) <choices>
- Determines color mode. With StaticColor doesn't affects color in skybox. With 1DGradTexture, color will depends on texture from
Grad Texture
, doesn't affects color in skybox.
- 0:0: StaticColor - xog will use colors from
colorBottom
andcolorTop
. Also will blend the colors. For 2D skybox, it will use color single color fromskyColor
(if usedGlobalWithSky
xog type). - 1:1: 1DGradTexture - xog will use texture from
Grad Texture
and use it as 1D texture. - 2:2: CubeGradTexture - xog will use texture from
Grad Texture
and use it as cubemap texture, it will use black color for xog the fog and will not use colors from the properties.Tip:Follow this steps if you want to create your own texture for this color mode.
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{{KV|Grad Texture|intn=texname|string|
Grad texture to use. Grad texture uses .vtf file and not .vmt. Works only if Color Mode
value is 1DGradTexture
or CubeGradTexture
.
colorTop
will use texture itself to render, colorBottom
will use main color of chosen texture to render.
htZColStart
will set texture position. htZColEnd
will scale texture.
htZStart
will set main color start position, htZEnd
will scale main color.
With Global
and GlobalWithSky
xog type, it will be applied only in world space. With SkyOnly
, it will be applied in skybox. If you want to have it for world space and sky together - you can use 2 entities as workaround, first xog will use Global
type, second will use SkyOnly
type.
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- colorTop (colortop) <color255>
- Xog top color.
|
- colorBottom (colorbottom) <color255>
- Xog bottom color.
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- distStart (diststart) <float>
- Xog start draw distance.
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- distEnd (distend) <float>
- Xog end draw distance.
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- distDensity (distdensity) <float>
- Density of xog entity, only values from 0 to 1 works.
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- opacityOffsetTop (opacityoffsettop) <float>
- Offsets top color of xog.
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- opacityOffsetBottom (opacityoffsetbottom) <float>
- Offsets bottom color of xog.
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- htZStart (htzstart) <float>
- Height that xog starts rendering at.
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- htZEnd (htzend) <float>
- Height that xog stops rendering at.
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- htZColStart (htzcolstart) <float>
- Height that xog color starts rendering at. Results depend on
htZColEnd
value.
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- htZColEnd (htzcolend) <float>
- Height that xog color stops rendering at. Results depend on
htZColStart
value.
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- noise1ScrollSpeed (noise1scrollspeed) <vector>
- Layer one, speed at which noise moves trough xog volume (X Y Z).
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- noise1Tiling (noise1tiling) <vector>
- Layer one, tiling speed at which noise moves trough xog volume (X Y Z).
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- noise2ScrollSpeed (noise2scrollspeed) <vector>
- Layer two, speed at which noise moves trough xog volume (X Y Z).
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- noise2Tiling (noise2tiling) <vector>
- Layer two, tiling speed at which noise moves trough xog volume (X Y Z).
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- noiseContrast (noisecontrast) <float>
- Contrast of xog.
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- noiseMultiplier (noisemultiplier) <float>
- Multiplier of xog.
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RadiusX (radiusz) <float>- Deprecated.
Radius along world X axis. It may have been an alternative to newxog_volume until it was implemented, or it's just FGD leftover. RadiusY (radiusy) <float>- Deprecated.
Radius along world Y axis. It may have been an alternative to newxog_volume until it was implemented, or it's just FGD leftover. RadiusZ (radiusz) <float>- Deprecated.
Radius along world Z axis. It may have been an alternative to newxog_volume until it was implemented, or it's just FGD leftover. skyColorTop (skycolortop) <color255>!FGD- Deprecated.
Xog top color in skybox. Can be found in .vmf files of some xen levels. UsecolorTop
instead. skyColorBottom (skycolorbottom) <color255>!FGD- Deprecated.
Xog bottom color in skybox. Can be found in .vmf files of some xen levels. UsecolorBottom
instead. gtZColStart (gtzcolstart) <color255>!FGD- Deprecated.
gtZColStart. Can be found in .vmf files of some xen levels. gtZColEnd (gtzcolend) <color255>!FGD- Deprecated.
gtZColEnd. Can be found in .vmf files of some xen levels.
Inputs
- TurnOn <void>
- Turn the xog on.
- TurnOff <void>
- Turn the xog off.
- Toggle <void>
- Toggle the xog current state.
Bugs/Limitations
Xog incorrect work with $translucent
Xog all time fully rendering through everything with material shader parameter $translucent. This happen because of game can't tell the depth of scene because of the transparency.
No $translucent. Behind the wall placed xog volume and some models with small room.
With $translucent. Now player see everything, but only what in xog.
This problem also applies to brushes which not have $translucent, but which parented to brushes that have this parameter. Similar will happen if brush with $translucent is part of your brush entity. Same will happen if you use overlays/decals on brushes with $translucent.
Metal speaker is overlay that use $alphatest, but xog fully visible anyway, because overlay pasted on the transparency window.
This issues does not happen if replace LightmappedGeneric to ShatteredGlass or UnlitGeneric, so, you can use one of them for glass or transparency surfaces when it's needed.
In some cases use $alphatest if it'll give similar to $translucent resualts.
Xog incorrect work with $alphatestreference and $allowalphatocoverage
$alphatestreference is a material shader parameter that specifies the threshold alpha channel value at which the surface should be transparent instead of opaque, default "0.5". $allowalphatocoverage creates translucent steps based on alpha values. Both have one and same problems with gbuffer.
For examples used this texture with this alpha channel.
Here xog placed behind wall with the texture. We can see the circle part of that have alpha channel part which is invisible due to $alphatest, with enabled xog we see that the invisible part doesn't show through itself xog.
If use very low numbers you will see resualts like in the pictures.
You can't escape this problem, only minimize effect with $alphatestreference 0.1
or if paint alpha correct channel.
Motion blur blurring viewmodel xog layer
For some reason Motion blur
blurring viewmodel xog layer, you can notice this when you just rotate camera.
Xog incorrect work with -tools
If you don't use Full Screen
- xog will incorrectly applying to screen.
Xog doesn't refract by refract shader and fully draw through
Unlike deferred lighting, xog doesn't refract by refract shader, also fully draw through.
An example with newxog_volume.
An example with newxog_global.
This is why underwater plants in some xen levels so weird refracting if.
If model with refraction behind wall with refraction - this cause issues like this.
Similar issue with cloak material shader parameter.
An example with npc_human_assassin.
Sky xog works incorrectly with newxog_volume
Both GlobalWithSky
and SkyOnly
always fully shows through xog volumes.
Overwater layer
You can note a strange layer when submerging in water.
See also
- Xog Editor - the console-based xog editor.
- newxog_volume - xog volume brush entity with ellipsoid and box shapes support.
- newxog_settings - entity that can change xog settings.
- env_fog_controller
- fog_volume
- Fog tutorial
- Fog Basics
- Dust, Fog, & Smoke
- Color Correction
- color_correction (entity)
- BlackMesa XenEngine: Part2 – How a Frame is Rendered (page from Black Mesa developer about how a frame rendered and xog.)
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as Xengine)