How do you make fog in half life?
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Re: How do you make fog in half life?
Posted by Leperous on Fri Oct 10th at 10:57am 2003


If you get it right, yes, but if not it doesn't matter. Seems to be working fairly well though, so far avoided a torrent of the same old noobish questions



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Re: How do you make fog in half life?
Posted by Orpheus on Fri Oct 10th at 11:06am 2003


? posted by Leperous
If you get it right, yes, but if not it doesn't matter. Seems to be working fairly well though, so far avoided a torrent of the same old noobish questions

or,...

we have fewer n00bish questioneers

with, or without a snarkmark reward, i think the new system is a success.. nice addition lep

[addsig]




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Re: How do you make fog in half life?
Posted by Jinx on Fri Oct 10th at 4:03pm 2003


I've seen the method of using ballsmoke sprites scattered about used in a 1player mod once. It worked reasonably well, but I think it's only going to look right in more linear areas (ie not a big open room etc.). Not sure how laggy it could get, either. I don't know that you would need to fix the axis for this effect, in some situations it might be better not to.

What I had used a sprite to do was create a low-lying or ceiling-clinging fog effect. It's pretty limited, but it can look really nice in some situations. There's a tutorial on that here, as well as on making fixed-direction sprites etc.

I've created a few neat special effects for some of my new maps; it can take a lot of experimenting to get something just right. For what you are doing sprites and func_illusionaries are probably the way to go. I would make a small test map of the area you want foggy (so it compiles super-fast) and slowly tinker around with these to see if you can get the effect you want.

(btw, I might make prefabs of the water fountain, 3d lightbeams, and spark-spitting fires from Temple once AHL v1 is out.)






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