func_smokevolume tweaking

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Darth Cyrax

L2: Junior Member
Nov 29, 2008
94
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I'm trying to make an area of my map particularly foggy, so I've settled on using func_smokevolume so achieve this goal. I put it in my map, and it looks great except that it's really dark.

I've set particle color 1 and 2 to very light colors, but it still looks like smoke rather than fog. I'm using particle_smokegrenade for the material, should I switch this to something else? if so, what would look good for some creepy fog?
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Depending on the kind of fog you want and how the sightlines work using multiple env_fog_controller entities might be a better approach. You can set up triggers to switch the user's active env_fog_controller as they move from place to place, and their client will smoothly fade between the different fog settings.

If your intent is, say, ground-hugging mist in an otherwise-easier-to-see graveyard, yeah, you probably don't want normal fog controllers. (Instead using func_smokevolume or custom particles) But if you have, an entire room (or set of rooms, or corridors, or outdoor areas) that are uniformly full of dust/mist, then fog controllers are the better bet.

________

Anywho, as for "smoke rather than fog"... Can you post a screenshot? Perhaps increasing the amount of transparency and also the amount of sprites?
 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Beware because, func_smokevolume used in large... volumes can be especially performance hurting. I gave up doing my mist engulfed abyss I once wanted to do because of that point.
 

Darth Cyrax

L2: Junior Member
Nov 29, 2008
94
8
If your intent is, say, ground-hugging mist in an otherwise-easier-to-see graveyard, yeah, you probably don't want normal fog controllers. (Instead using func_smokevolume or custom particles)
Ding ding! Ground hugging fog is what I'm looking for. Sorry for the ambiguity.

Uriak, the area I want foggy is what I would describe as "medium," but in any case its not huge, it shouldn't impact performance, and it's surrounded by areaportals anyway. Also, I've also checked fps and it's over 100 in that area, so I'm not too worried.

I'll get a screenshot for you guys. I'll include the settings for the func_smokevolume.
 
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Terr

Cranky Coder
aa
Jul 31, 2009
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You might want to try an info_particle_system using some of the Swamp Pack fog or Sawmill mist.
 

Darth Cyrax

L2: Junior Member
Nov 29, 2008
94
8
thanks for the alternatives terr.

Now the fog's being inconsistent. It was mainly black/dark grey, now its yellow and green:bored:. I'll keep messing with it.
 

Darth Cyrax

L2: Junior Member
Nov 29, 2008
94
8
I'm pretty sure the reason the fog is different colors is it's dependent on the light around it. The general ambiance of my map is green, and I use some yellow lights around it.
I'll try to use a particle that isn't affected by the lighting.