Local Fog in DarkPlaces
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Local Fog in DarkPlaces
Hello,
I have one question and hope you can help me with it.
Playing around with the weather effects in DarkPlaces, I came across an issue with the fog.
There is a global fog command, that lets you adjust as good as everything:
Even ground fog is possible due to "top" param (see examples below).
Now, the issue with global things is, that they are global
This means, the fog is in the complete map (with the same values/properties).
Is there a possibility to have local fog only in specified areas (just like DP´s rain/snow is specified in a cube via .ent file).
So I can have different fog in different areas/rooms of the map.
Especially ground fog must sometimes be set to a different z-height in different areas of a map, otherwise it looks wrong.
Thank you very much for any hint you can provide.
Unfortunaly LH is a very busy guy and didnt answer my email.
Kind regards,
Seven

I have one question and hope you can help me with it.
Playing around with the weather effects in DarkPlaces, I came across an issue with the fog.
There is a global fog command, that lets you adjust as good as everything:
fog : set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])
Even ground fog is possible due to "top" param (see examples below).
Now, the issue with global things is, that they are global
This means, the fog is in the complete map (with the same values/properties).
Is there a possibility to have local fog only in specified areas (just like DP´s rain/snow is specified in a cube via .ent file).
So I can have different fog in different areas/rooms of the map.
Especially ground fog must sometimes be set to a different z-height in different areas of a map, otherwise it looks wrong.
Thank you very much for any hint you can provide.
Unfortunaly LH is a very busy guy and didnt answer my email.
Kind regards,
Seven

- Seven
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Re: Local Fog in DarkPlaces
telejano I believe that supports something similar, although I do not know how to achieve it.
Q3bsp has a shader, the "volumetric fog" that although it does not have the quality of your images, is quite interesting.
I do not know if darkplaces in the future will support this shader in q3bsp.
http://forums.inside3d.com/viewtopic.php?t=2338&highlight=volumetric
Q3bsp has a shader, the "volumetric fog" that although it does not have the quality of your images, is quite interesting.
I do not know if darkplaces in the future will support this shader in q3bsp.
http://forums.inside3d.com/viewtopic.php?t=2338&highlight=volumetric
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
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Well, that fog looks great as it it right now, I'm sure the fog engine function could be edited and tied to a func_ entity.
Or even compared to the rain function. I'll probably look into the source a bit later.
That local fog could be really useful.
Or even compared to the rain function. I'll probably look into the source a bit later.
That local fog could be really useful.
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Chip - Posts: 575
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Nahuel wrote:the problem is that this fog is achieved by a "stuffcdm"
For example
"fog 1 0.3 0.25 0.2 1 20 2000 15 30" in the map start
Isn't it possible to set the fog parameter inside the map's worldspawn?
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Chip - Posts: 575
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Chip wrote:Nahuel wrote:the problem is that this fog is achieved by a "stuffcdm"
For example
"fog 1 0.3 0.25 0.2 1 20 2000 15 30" in the map start
Isn't it possible to set the fog parameter inside the map's worldspawn?
of course!
but the rain and the snow are entities delimited in an area. the fog of this tuto
http://quakeone.com/forums/quake-help/quake-clients/6869-tut-creating-rain-snow-fog-darkplaces.html is for all the world. I do not know really very much: perhaps it is possible to manage!
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
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Neat stuff Seven.
I personally like the idea of floor fog.
The Kurok mod has "volumetric" fog that it achieves via triggers and a modified fog command with an extra param or 2. But it is non-standard and I want to get it within the bounds of "standard" so your info on the DarkPlaces fog command params might help me reconcile Kurok with "Quake standards".
I personally like the idea of floor fog.
The Kurok mod has "volumetric" fog that it achieves via triggers and a modified fog command with an extra param or 2. But it is non-standard and I want to get it within the bounds of "standard" so your info on the DarkPlaces fog command params might help me reconcile Kurok with "Quake standards".
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Baker - Posts: 3666
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Baker wrote:Neat stuff Seven.
I personally like the idea of floor fog.
Thank you Baker,
Yes, ground fog multiplies the ambience of many maps.
My purpose of this thread was to ask if there is maybe already a function (which I am not aware of) included in DarkPlaces engine, with wich you can set a local cube for fog.
The global fog command makes it impossible to have different fog in a map (example different fog properties in different rooms).
Just like the rain/snow effect is spawend in cubes via .ent file in DarkPlaces:
RAIN: has function rain_think
SNOW: has function snow_think
Like Baker mentioned, it would need at least 2 more params compared to the regular global fog command:
fog : set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])
It would need cube coordinates like the rain/snow have (self.absmin and self.absmax):
te_particlerain(self.absmin, self.absmax, self.dest, self.count, self.cnt)
Thank you very much Chip, for looking into DP code.
Kind regards,
Seven
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