Need help "fogging out" a part of the map

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REEJ

L420: High Member
Aug 26, 2010
437
176
As in title,
Practically what I'm trying to achieve is to blend an in-map part of my 3D skybox with a fog (of same color as inside the skybox)
Want to make the train cars in screenshot to partially start disappearing in the fog.

I tried to put a separate fog controller with appropriate range and failed (probably it requires the player actually standing in the zone to trigger?)

Screenshot of the part in the attachment below:
 

Attsy

L3: Member
Jan 31, 2010
110
29
In the sky_camera entity theres option for fog, set them to be the same as your fog controller. For simplicity you really should only put one fog controller for your map.
 

REEJ

L420: High Member
Aug 26, 2010
437
176
In the sky_camera entity theres option for fog, set them to be the same as your fog controller. For simplicity you really should only put one fog controller for your map.

I do have the separate fog in skybox, the master fog controller in my map however, needs to be kept at low density and long range. So the problem is, I want a thick fog covering smaller area serving as a smooth transition between the map and the skybox
 

Attsy

L3: Member
Jan 31, 2010
110
29
Oh, I see.

In that case, I have an idea but I don't know if it requires the player to be in a specified volume/area to have the fog occur. But if you look at the reference version of 2fort, in the sewers they made it so the fog is thicker. Check how they did it, I know on the main fog_controller you'll want to check the flag to make it the master controller.

Only problem is it seems it would be client side (else people not in the sewer would see the change in fog). Or maybe its static and there all the time but in the specified area. I really don't know, haven't really done anything like this before.

Anyway, good luck, hope this helps in one way, shape, or form.
 

REEJ

L420: High Member
Aug 26, 2010
437
176
Oh, I see.

In that case, I have an idea but I don't know if it requires the player to be in a specified volume/area to have the fog occur. But if you look at the reference version of 2fort, in the sewers they made it so the fog is thicker. Check how they did it, I know on the main fog_controller you'll want to check the flag to make it the master controller.

Only problem is it seems it would be client side (else people not in the sewer would see the change in fog). Or maybe its static and there all the time but in the specified area. I really don't know, haven't really done anything like this before.

Anyway, good luck, hope this helps in one way, shape, or form.

Found about 6 fog_controll entities in 2fort :O
Guess their way is based on triggers but that works only because it's mostly for interiors. In conclusion now, I think I need a fog effect which is not based on fog_controll entity :mellow:
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
From what I can tell your only solution would be volumetric fog, which is not very good or efficient. I think you're better off adjusting your fog and settings so you don't have to fade the train out.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Found about 6 fog_controll entities in 2fort :O

Pretty sure cp_well does this, too. Problem with it is teleporters. Have you ever noticed if you take a teleporter from one area into another, the fog looks different than normal until you walk into through one of the triggers?

Kep
 

REEJ

L420: High Member
Aug 26, 2010
437
176
From what I can tell your only solution would be volumetric fog, which is not very good or efficient. I think you're better off adjusting your fog and settings so you don't have to fade the train out.

Nevertheless, gonna try to make it, it's skybox part after all, doesn't have to look perfect just needs to be there. Adjusting fog_controller to what I want even with triggers, simply doesn't look right in open-air area.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Pretty sure cp_well does this, too. Problem with it is teleporters. Have you ever noticed if you take a teleporter from one area into another, the fog looks different than normal until you walk into through one of the triggers?

Kep

Most people never notice because the variance in the fog colors is pretty slight.

But yes. 2Fort (and I'd say most valve maps) have multiple fog entities. I did the same thing for my artpass entry, although it was tricky deciding where the triggers went!