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InsideQC Forums • View topic - hoW do you imagine to make this (part 2)

hoW do you imagine to make this (part 2)

Discuss the construction of maps and the tools to create maps for 3D games.

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hoW do you imagine to make this (part 2)

Postby Nahuel » Thu Nov 03, 2011 10:46 pm


it´s a very nice fog, can do achieve something similar in darkplaces? how do you imagine to make "advanced fog" (like this) in darkplaces?
hi, I am nahuel, I love quake and qc.
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Re: hoW do you imagine to make this (part 2)

Postby leileilol » Fri Nov 04, 2011 1:07 am

Pfft, that's not advanced fog. That's just a bunch of spinning cylinders.


You can achieve similar in darkplaces by making a mesh that's a bunch of cylinders, throw a shader on it, make it scroll, blend additive, cull disable.
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Re: hoW do you imagine to make this (part 2)

Postby hogsy » Fri Nov 04, 2011 3:15 pm

Looked like just a bunch of sprites to me :lol:
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Re: hoW do you imagine to make this (part 2)

Postby Qrv » Tue Nov 15, 2011 12:16 pm

Out of interest Nahuel, could you not do the fog as an effectinfo effect, and use an entity in a map to spawn fog particles every 2 secs or something?
The only downside to this I see, is if you needed the fog 100% on every client, because you could turn particles off and never see the fog.

If every client DOES need to see the fog, regardless of particle settings, why not looking into LordHavoc's gizmo, I believe he calls it "lhfire".

Last I looked, it makes spr32 sprites, animated if needed. These 32bit sprites can use alpha, and can then be spawned in-game to create a fog effect that all players should be forced into seeing, far as I know.

The spr32 sprites can be loaded up in QC same as any other quake sprite, so adding the QC for em shouldn't be a problem.

Personally tho, if seeing the fog doesnt need to be forced for every client, I'd opt for an effectinfo method, as I can see alot more freedom to using it than spr32's.
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