Discussion in 'Mapping Questions & Discussion' started by Mar, Mar 4, 2009.
I threw up a env_fog_controller entity, and tweaked all the settings, but nothing is happening.
Can you post the settings you tried here so we can take a look?
Did you set "enable fog" to yes?
I've a got a map that is a bunch of floating pillars in the clouds. I thought that this fog would create the cloud, but after going on the valve devwiki, it turns out that env_fog_controller entity surrounds the player in fog, which would work fine for a zombie level, but it isn't what I want.
What I need is a cloud beneath the pillars, so once the player falls of the edge, he will fall through the clouds and a hurt trigger.
env_fog controller is the fog that you see at long distances. It's not the kind of fog you want.
Try one of these http://developer.valvesoftware.com/wiki/Fog
Probably func_dustcloud is what you're looking for
That is what I want, but it is really expensive performace wise when you crank the particles up, and I need a big dense cloud, like one you see in the sky. This map is supposed to take place in the sky.
Model w/o a collision mesh would be best.
Is there a cloud model? Or do I have too make one?
I've been experimenting and func_smokevolume is the one you want if you want to make a cloud. I'm still tweaking the exact settings, but once I get them down, I make a tut on it.
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