making fog

making fog

Re: making fog Posted by half-dude on Thu Mar 4th 2004 at 7:39pm
half-dude
580 posts
Posted 2004-03-04 7:39pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Hey all!

I was wondering how you make fog in HL it looks like the underwater blur only with no water. I saw it used in Todesogist 2 how do you do that? huh huh huh
Re: making fog Posted by Crono on Thu Mar 4th 2004 at 8:06pm
Crono
6628 posts
Posted 2004-03-04 8:06pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
use spirit- http://spirit.valve-erc.com. On the particulars of it, I'm not too sure, but there will be many people to answer your question fully.
Re: making fog Posted by omegaslayer on Thu Mar 4th 2004 at 8:37pm
omegaslayer
2481 posts
Posted 2004-03-04 8:37pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
You can try using A LOT of sprites, such as smoke sprite (with different rates), but when I mean a lot I really mean like one sprite for every 100-200 units, to give it a real feel, other than that there is no real way to make fog in HL, Execpt for spirit, like crono said.
Re: making fog Posted by Wild Card on Thu Mar 4th 2004 at 9:21pm
Wild Card
2321 posts
Posted 2004-03-04 9:21pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
The only time I think you can get fog is underwater. Meaning a func_water entity. Other than that, if you want fog in small areas (say like tear gas in a room) use some smoke sprites. They look good.

You can check out my Catalyst map, I had a "toxin" room where green gas came out. Kinda s**tty to my standards now, lol, but you see what it looks like.
Re: making fog Posted by omegaslayer on Thu Mar 4th 2004 at 9:56pm
omegaslayer
2481 posts
Posted 2004-03-04 9:56pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Wild Card said:
The only time I think you can get fog is underwater. Meaning a func_water entity.
Not that im calling you wrong, but I think it was func_illusionary, if you set the contents to volumetic light instead of empty, wich is what half dude could use, but your still underwater.
Re: making fog Posted by Rumple on Thu Mar 4th 2004 at 10:36pm
Rumple
518 posts
Posted 2004-03-04 10:36pm
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but you still drown after a while...
Re: making fog Posted by scary_jeff on Thu Mar 4th 2004 at 11:20pm
scary_jeff
1614 posts
Posted 2004-03-04 11:20pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Why didn't they just include an entity that's exactly the same as a func_water, but that doesn't let you swim/drown? Surely fog like that would have been a nice feature to include in the game, and shouldn't have been too hard to implement considering it's just an existing entity with less properties...
Re: making fog Posted by 7dk2h4md720ih on Thu Mar 4th 2004 at 11:22pm
7dk2h4md720ih
1976 posts
Posted 2004-03-04 11:22pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
It probably just never crossed their minds. Back then though, fogging was seen as a cheap way of getting around the limitations of your engine so that may have had something to do with it.
Re: making fog Posted by Crono on Fri Mar 5th 2004 at 1:28am
Crono
6628 posts
Posted 2004-03-05 1:28am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
I suppose I have Lep to thank for the blue :smile:
(taking that I never even marked my comment as a solution)
Re: making fog Posted by Andrei on Fri Mar 5th 2004 at 8:14am
Andrei
2455 posts
Posted 2004-03-05 8:14am
Andrei
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You could try adding many blue func_illusionaries.