foghull_guide
Home ] foghull_troubleshooting_guide ] [ foghull_guide ] Q3Map2 handbook: alpha edition ]

 

1. Delete any fog brushes you have in your map, as the actual fog is the LAST step.

2. Figure out how far you want the distance clipping to be. Say 2048 units.

3. Set the "_farplanedist" to your desired amount. (2048 for example)

4. Add worldspawn key "_blocksize" with a value of 1/4 to 1/2 of that distance. If the map borks on vis with MAX_VISDATASIZE then increase the _blocksize amount until it stops happening.

5. Create a simple sky shader with 6 8x8 TGA images of a flat color that matches your desired fog color. (I won't go into making a sky shader because it's pretty simple. Just make sure it has noimpact, sky, surfacelight and sun and all that)

6. Set the "_foghull" worldspawn key to the name of your sky shader, minus the "textures/" part.

7. Use the foghull sky shader on your sky brushes.

8. BSP the map, and do a fast vis, no light.

9. Open Q3 and /devmap the map. You should see the foghull color rendered behind everything else. Bits of the map should pop-in as you run around. If you're getting HOM, then twiddle the _farplanedist and/or _blocksize numbers (larger values for the former first) ReBSP/fastvis the map and test until you don't get any HOM.

10. Make a fog shader with a falloff distance less than or equal to your _farplanedist.

11. Place a fog brush textured with your fog shader around your map, leaving a little gap between the bottom or top and the skybox/caulk hull of your map. A single face must be in player space (can be sold detail brushes) for the fog to work properly.

12. BSP/Fastvis the map.

13. Test to make sure your shit's straight.

14. Do a full compile w/light.

[14.08.28] <ydnar> -end-

 

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