Is there anyone with experience about func_dustcloud?

Theobromin

L1: Registered
Apr 6, 2012
9
0
It's an interesting feature that hardly ever seems to be used in TF2;
as it seems to be quite a problem perfomance-wise.

I'd like to add a layer of fog to the last area of my map, but it seems to be not possible to preview the results in Hammer.
So, how many particles are to many for the average PC to handle without noticeable frame rate loss? (And does 'frozen' make it any better?)
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
There's one outside the 2fort spawn rooms, not the one on the balcony but the one inside the base. Up in the ceiling. Do an entity search in 2fort if you need an example from a valve map.

wrong entity, ignore
 
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Urban

aa
Jul 27, 2009
212
352
You are getting func_dustcloud and func_dustmotes confused Bermuda. And the dustmote is only present in RED base.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You might be able to use a secondary env_fogcontroller. It's possible to have multiple fog controllers in a single map, using trigger multiples to activate and deactivate them (it works client side, so you don't have to worry about one player changing the fog settings for everyone in the server).

The only issue is these changes are noticable if the triggers aren't placed in areas where the draw distance is close enough to be noticable.

2fort is a good example of using multiple fog controllers. Check the sewers, main entrance and the main base for seemingly random triggers, you'll notice they trigger minor fog setting changes in various areas of the map.
 
Oct 6, 2008
1,947
445
Grazer - the multiple thing - can you use it as another way optimizing your maps? I thought I read somewhere that items outside on the fog range don't get rendered.