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Fog

Postby ReD NeCKersoN » Thu Nov 26, 2009 8:26 pm

I've been playing around with FOG some in recent weeks. Here's a sample of what it can look like.


Fog Test video - ReD_NeCKersoN - Mod DB
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Postby RailedRobin » Thu Nov 26, 2009 9:56 pm

Looks good Red! Would be awesome to play on a foggy map :D
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Postby Holliday DDS » Fri Nov 27, 2009 2:47 am

That looks pretty sweet. Is it possible to do patchy fog or even ground fog?
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Postby ReD NeCKersoN » Fri Nov 27, 2009 4:07 am

Patchy fog = I'm pretty sure the answer is no.
Ground fog = yes, though I've yet to figure out how to make it look good.
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Postby SmokeyBacon » Fri Nov 27, 2009 5:56 pm

That looks fabulous! One thing which always struck me in SG was the lack of weather. On lake and possibly also on backwater this fog would be a great addition.
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Postby ReD NeCKersoN » Fri Nov 27, 2009 9:27 pm

Haris2201 wrote:How to make this in my own map?

http://members.lycos.co.uk/quakeroats/l ... oghull.htm
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Postby Breli » Fri Nov 27, 2009 9:56 pm

Hi,

I fooled around with fog a couple of years ago. Performance was terrible back then :( ... how is it now?

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Postby Black Jack Ketchum » Fri Nov 27, 2009 10:12 pm

The vid looks really nice, I to whold like to have more whether, its after all we Swedes' favorite conversation topic :D

Adding fog to a map like Backwater would make it harder to camp, both good and bad. its good to have a way to hinder campers whiteout alter the actual map, but as always camping will be part of gaming (i don't want to start a camping=god or camping=bad discussion here)
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Postby /dev/random » Fri Nov 27, 2009 10:44 pm

Breli wrote:I fooled around with fog a couple of years ago. Performance was terrible back then

Shouldn't performance be improved, since foghulls are a kind of clipping?
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Postby Breli » Fri Nov 27, 2009 10:47 pm

it should, yes, but the engine has to render the fog ... tradeoff thing, and our engine is not really top notch technology ;)
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Postby Pardner » Fri Nov 27, 2009 11:43 pm

/dev/random wrote:Shouldn't performance be improved, since foghulls are a kind of clipping?


The fog in Q3 and SG does not always function as a foghull. It needs to be inabled in the shader as shown in the link Red posted. In fact, I think the vQ3 fog shaders were not foghull (could be wrong, I just don't remember seeing those parms in the shader before).

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Postby ReD NeCKersoN » Sat Nov 28, 2009 12:37 am

I haven't been able to get FOGHULL working. The sample in my video is just a fog effect, without the FOGHULL.
Funny thing though... when I move far away enough for the trees to disappear from view my fps goes up very noticeably. But If I check r_showtris 1 I can see that the engine is still rendering the geometry. Very odd.

On the plus side, even if I never get FOGHULL working, I can just set the trees to disappear when needed thanks to Joe Kari's patch seen here:
viewtopic.php?t=1510
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Postby EvilFutsin » Sat Nov 28, 2009 9:34 pm

So we can do a Mannaja map? YAY! :D
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