I want to make what looks like an endless fog below my map.... how would I do that?
something like this, but without using expensive and limited func_dustclouds.
[IMG_thumb]http://i48.tinypic.com/33tkokx.jpg[/IMG_thumb]
There isn't really a way, you could try making a custom particle using larger, but fewer particles too lower the cost.
[editline]11:28AM[/editline]
You could also make a series of less and less transparent textured brushes and place them one under the other to give the impression of a thickening fog.
Transparent brushes, that was my idea, but I wasn't really sure it would look that good...
Could you use func_smokevolume maybe?
Also, beautiful map by the way, I'm jealous.
Why not just use the default source engine fog with a few func_smokevolume entities around areas that should look like they're going into the clouds.
The trick is to not go overboard and keep all the particles to a minimum. They're only there to make the low quality screenspace fog look more believable.
[QUOTE=HiddenMyst;23202377]Why not just use the default source engine fog with a few func_smokevolume entities around areas that should look like they're going into the clouds.
The trick is to not go overboard and keep all the particles to a minimum. They're only there to make the low quality screenspace fog look more believable.[/QUOTE]
He wants the fog to be at the bottom, default fog only does a solid line at a certain distance on the player's plane.
I almost got it, but when compiling a load of translucent brushes with propper, I was given the compile error, " Access Denied" any ideas? It says it's a Windows problem, but it seems strange it only occurs when compiling with Propper.
Check what directory the propper compile tools are in. Sounds like they are in a locked folder to me.
Windows vista?
Windows 7, I'll see what I can do.
Make a water texture with no reflective or refractive properties, make the surface invisible, then use the volumetric fog of that to fake engine fog but only down the bottom.
Combine with mild use of a func_smokevolume to make it more believable.
[QUOTE=HiddenMyst;23223674]Make a water texture with no reflective or refractive properties, make the surface invisible, then use the volumetric fog of that to fake engine fog but only down the bottom.
Combine with mild use of a func_smokevolume to make it more believable.[/QUOTE]
That sounds pretty cool... but that would only work when the player is within the "fog" brush, no?
No it works outside too.
But it would shift a little if you go inside the water brush.
And there would be the no gravity and stuff
Thats more if you have no reason to go down there and you make a clip brush.
I was just inspired to make a map. Thanks!
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