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Post by Le Ray [Q2C] on Oct 22, 2004 10:29:44 GMT -5
Has anyone ever created a mist or fog in a Q2 map.
If so, how did you do it and what texture did you use?
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Post by _DOA_MERLYN on Oct 22, 2004 11:08:04 GMT -5
[glow=black,2,400] Greetings to you LeRay! hope you're well... I'm sure you have the map meadow4, but if not you can grab it here... DJ added some "fog" in it... I can't recall any other maps atm with a fog-type effect... [/glow]
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Post by Maric on Oct 22, 2004 13:28:13 GMT -5
Howdy Merlyn.
That map shows pretty much what folks do for a fog effects in Q2... It also shows the problems that transparent brushes create, high r's, poor performance. They are especially troublesome in a large open area... extremely high r_speeds.
Sven used this very same effect in a 1024 x 1024 mapping contest entry a few years back. It was in a small enclosed hallway and it still caused major slowdown while playing online.
There may be a way to add that "fog of death" bit that is found all through Q3. It is not volumetric but does give the general impression... maybe. I'll try to work it out and send you an example.
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Post by Wixen1 [Q2C] on Oct 22, 2004 14:27:55 GMT -5
Hey hey, nice fog but the r_speeds somewhere is about and over 5000... wow. Well no prob on my Pc, but how about the averidge folkes in generel inhere?. Ohh, just seen your comment now Maric... well i have a simulary feeling...
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Post by m0n0LiTh0 on Oct 22, 2004 15:22:00 GMT -5
Has anyone ever created a mist or fog in a Q2 map. If so, how did you do it and what texture did you use? Try the q2max engine. In the JB 007 mod you could set fog intensity and colors if you wanted. Glass could be utilized as well. All done with a script file added as fog file related to map. Not to hard cause i even figured it out. www.minkeytorture.org/quake2max/Thank you...........
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Post by m0n0LiTh0 on Oct 22, 2004 15:33:47 GMT -5
Oh by the way just rememberd , i have been adding fog and doing real battle damage to every one's maps for couple years now (with q2max eng.) scarring em up real good but alas it all just goes away no real harm done
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Post by _DOA_MERLYN on Oct 23, 2004 8:02:25 GMT -5
[glow=black,2,400] Greetings Maric! haven't seen you for a while, how ya been? I know nothing about mapping or to what you're referring regarding r_speeds and all that stuff, at least not yet... I just like the map, I think DJ did a kick-ass job on it... I've never had and problems with performance while in the map, at least that I notice; plays very smooth... I run a resolution of 1024x768 full-screen, fov is 120, cl_maxfps is 120, gl_modulate is 6.66, intensity is 2.666000, vid_gamma is 0.666000 and I run R1CH's r1gl for opengl... I think the map looks bad-ass with those settings... as for the fog effect, I'd like to see that in a few more maps, kind of neat... [/glow]
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Oct 23, 2004 9:05:29 GMT -5
i used a deep like fog in a test map a while ago , i used the lighting to give the fog its affect , it didnt have that fading affect through ..
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Post by grieve[Q2C] on Oct 23, 2004 11:08:56 GMT -5
I made this testmap with several little fog tests a while ago. It includes also my idea of the Quake 3 "Red Death Fog" that Maric mentioned. [ftp]ftp://65.30.181.223/quake2/grieve/stuff/misc_files/foglab_00.zip[/ftp] Such Death fog would be a neat alternative to the notorious lava. I got an idea of something like "Indoor-spacemaps" ..... with platforms floating around in large halls, and red death fog below. The advantages would be clear, the architecture would allow vis-blocking, so they could be bigger and faster. And check out the ground fog in the first area of the maplet, I haven't seen such an effect in Quake 2 yet.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Oct 23, 2004 21:48:43 GMT -5
that first room fog is neat , that blue fog also gives for a good affect
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Post by Le Ray [Q2C] on Oct 25, 2004 6:02:56 GMT -5
Thanks for all the replies guys, I'm going to check that map out Merlyn, thanks. If I would use fog, it would be in a small enclosed room, which I don't think would affect the r_speeds in the rest of the map. Anyone know what texture I can use and what settings to apply to it? I know one would be mist, but I'm not sure of the others. BTW, welcome to the Cafe' m0n0LiTh0
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Post by Le Ray [Q2C] on Oct 25, 2004 6:42:00 GMT -5
Maric, if you can, that would be great!
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Post by Le Ray [Q2C] on Oct 25, 2004 6:48:08 GMT -5
Merlyn, Checked out the map, that is pretty cool, nice map.
I was trying to create it using the stock Q2 game. Thanks.
Grieve, this stuff looks awesome, I like it!
Would you mind telling me what texture/settings you used for the white fog? This is the look I was going for. Thanks.
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Post by Le Ray [Q2C] on Oct 25, 2004 9:13:32 GMT -5
Nevermind Grieve, I got it working now....I'll have to see if it works in my map or not.
Looks really cool in yours, I really like the red fog too!
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Post by grieve[Q2C] on Oct 25, 2004 11:33:18 GMT -5
Thanks, LeRay. I've included the raw map file in the zip too, so you can load it into in your editor and inspect it. I used one of the Quake 3 sky-textures for the white fog. Resized it to 64x64, so it can be scaled/warped without restrictions in the map. The brush is only 1 unit thick and set as mist and trans 66 and warping. The scale does a lot: since you see both sides of the brush you get a much more complex warping effect when each side has a different scale. The texture is scaled to 512x512 on the upper side and 256x256 on the lower side. Ah, and this thin fog-brush needs to float 1 unit above the floor of the hall, if it touches the floor you won't see the lower side. Same goes for the colored mist that fills rooms, like the blue and red one in this maplet. There must be a small gap of 1 unit between the mist and the walls of the room. Just check out the map file for more details. I have seen this never in a Quake 2 map and it looks great. Really realistic. Guess I should be credited as the inventor. A monochrome white texture in several layers like in the map _DOA_MERLYN posted I've seen sometimes, but it does not look half as good and is much more heavy on r's. (Because of the several transparent layers )
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