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Models and fog.. Rate Topic: -----

Fog is being applied to the whole model

#1 User is offline   grandmachismo Icon

Posted 15 January 2014 - 03:46 PM

I'm not sure how to prevent water fog being applied to a whole .md3 model which is partially submerged in the water. I've tried many things, in between a great deal of searching for answers. Conversely, I worked out that I can link the model to a func_plat entity so that the lighting on the model is based on the extended position of the linked platform brush (eg. a raised position away from the fog) - but it also looks strange under this water seeing an object without fog applied!

Here's the water shader I'm currently using:


textures/pad_liquidfx/water_calm5_test //Water in use
{
		qer_editorimage textures/pad_liquidfx/wat05.tga               

		q3map_globaltexture
		surfaceparm trans
		surfaceparm nonsolid
		surfaceparm water
                                
		cull disable

                fogparms ( .1 .23 .14 ) 4096

{ 
		
		map textures/pad_liquidfx/wat05.tga
		blendFunc GL_dst_color GL_one
		rgbgen identity
		tcmod scale .5 .5
		tcmod transform 1.5 0 1.5 1 1 2
		tcmod scroll -.05 .001
	}
	
{ 
		map textures/pad_liquidfx/wat03.tga
		blendFunc GL_dst_color GL_one
		rgbgen identity
		tcmod scale .5 .5
		tcmod transform 0 1.5 1 1.5 2 1
		tcmod scroll .025 -.001
	}

{ 
		map textures/pad_liquidfx/wat05.tga
		blendFunc GL_dst_color GL_one
		rgbgen identity
		tcmod scale .25 .5
		tcmod scroll .001 .025
	}
	
{
		map $lightmap
		blendFunc GL_dst_color GL_zero
		rgbgen identity		
	}
}


This post has been edited by grandmachismo: 15 January 2014 - 04:14 PM


#2 User is offline   MajkiFajki Icon

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Posted 15 January 2014 - 04:22 PM

Make sure your fog is surrounded with structural brushes, except 1 face. It's like building a pool:

Posted Image

More info here:
http://www.urbanterr...post__p__121829

#3 User is offline   grandmachismo Icon

Posted 16 January 2014 - 12:38 AM

Thanks for your prompt reply.. this helped me narrow my field of focus.

Funnily enough, the last thing I did was create a pool-like structure as a process of elimination. By default, the brushes were all structural and flush with each-other with only one face of the fog brush exposed. However, it turned out the problem was that the model was slightly poking through one of the concealed faces of the fog brush due to the funny shape of the model - in effect causing the same problem as if I were to expose more than one face of the fog. Very glad, as this was the last major thing I had to do for that map version - thanks again!

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