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remove the fog line.
the first term is either a density or a distance...
most engines consider it a density nowadays and thus it should be 0.01 sort of values. if its anything >1 then its going to be really really thick fog.
Seeing that you asked in other threads similar things, and mention that you use DarkPlaces, I wanted to give you the description of what the numbers in the fog line mean:
fog : set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])
I dont know if these values are also correct for other engines.
Play around with the values to find your suitable fog condition.
Please dont mix up things here.
The fog line that Moonlights is mentioning is for ground fog.
DarkPlaces gives you the possibility to set a z-limit for fog.
The line is taken from the E1M2.ent file.
It will look like this:
The thickness is done on purpose, because that is what ground fog shall look like.
If you use this line for other maps, the z-value will not match !
Every map is build in a different z-position.
That is why you might see no difference in other maps.
For normal fog (without z-limit), the density value must of course be smaller.
The last values are only useful for ground fog.
If you are interested, please read the tutorial to learn more about fog implementation in DarkPlaces: click
I just wanted to point out, that the fog lines he might find in several map .ent files are made map specific.
You cannot simply copy paste it to other maps.
That is important to know.
Especially when it comes to ground fog.
Back to the root cause:
It is most probably the fact that you use several .ent files for the same map.
Example:
- e1m2.ent is directly in your ID1/maps folder.
- e1m2.ent is inside a .pk3 file inside your ID1 folder.
- e1m2.ent is maybe even in another .pk3 file too
Be sure to type the fog code directly into your console when you are in-game.
Without strings, just like this:
fog 0.5 .3 .25 .2 1 20 2000 265 50
Then it should change at once.
If that works, then you must search for all .ent files in your Quake folder.
The one inside your ID1/maps folder will override everything else.
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