Here is a screenshot I took from the game called [B]NaissanceE[/B] :
[T]http://cloud-4.steampowered.com/ugc/468675929474100178/FBACF8D64124A01660044F824A164141C1CC1DE4/[/T]
What you can surely see is the fog which is a gradient of light yellow and magenta.
This effect I wanted to re-create in source SDK even though I am pretty sure it's not possible.
However, because I already did something that was thought to be impossible in Source SDK earlier, I have decided to tackle the gradient fog problem as well in order to give my maps some extra sexual touch. Yes I did read the DEV site but I was also wondering if something can be done while using both env_fog_controller & sky_camera which also has fog options.
This is why I set my env_fog_controller's color to light yellow and sky_camera to orange-ish color. I made a more or less similar replica of the screenshot above in Source SDK and it looks like this : [T]http://cloud-3.steampowered.com/ugc/468675929474284850/5A2BAAEEB6762CCAF3A215D559E2C444BB898D7B/[/T]
The problem is that no gradient is visible. What I know is that the fog won't be visible when the walls use 3D skybox texture but if I seal off the whole area, no light will be visible and most importantly, the view of 3D skybox will be sealed off too.
If you have any ideas of how could this effect of gradient fog be done in SDK, please tell me so I can reward you with my eternal hatered of your supermacy over me.
You can use fog blend to make the gradient fog. Have the blend direction in the z axis. Been a while since I played with it but I distinctly remember doing this a few years ago.
You can use brushes with shadows disabled cladding the inside of the skybox to stop the sky while still allowing light.
That is exactly what I don't want (blending) because the fog changes when you look in different directions and I want the fog to be gradient wherever you look (if that's even possible). Thanks for response though, lighting tip is helpful :)
Solved it (well, to some extent) ;D
Do the following:
make a 2d-skybox with the fog-gradient, then take the model you want to disappear into the fog,
and write a textureproxy to fade the object out as you walk away from it.
Alternatively (or additionally), bake an alpha-falloff into the texture of your blocky-thingy.
Sure, the effect is totally fake, but if you do it right, people probably won't notice.
You can also add 'real' fog for the ground, just don't forget to set the $nofog-flag in the .vmt of your blocky-things...
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