Re: making fog
Posted by half-dude on
Thu Mar 4th 2004 at 7:39pm
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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 omegaslayer on
Thu Mar 4th 2004 at 8:37pm
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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
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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 Rumple on
Thu Mar 4th 2004 at 10:36pm
Posted
2004-03-04 10:36pm
Rumple
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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
Posted
2004-03-04 11:20pm
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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
Posted
2004-03-04 11:22pm
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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
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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
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You could try adding many blue func_illusionaries.