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Different fog in two areas

In my map, the player gets to see a behind-the-scenes-Aperture-Employment-Office. It is big, with really many desks and computers and stuff. There shall be a window where you can overlook a part of the factory. You know, the testcahmbers from the outside like in the official campaign.
Now, there should be very few fog inside the office, at maximum as much, as in the "testchamber"-option of the global ents.
Outside the office though, I need thick fog, because I can't model the bts part 5000 units wide. That would be crazy.
Is it possible?

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Valve used fog_volume in l4d2 for some of their maps to transition between fog

Applying an env_fog_controller to a certain fog_volume causes the whole world fog to change when the player enters the fog_volume. But in my map, the player will never enter the outside of the office. He will stay inside. But outside of the office, I want dense fog.

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from the VDC:

VDC wrote:
For pre-Left 4 Dead games, only the "first" instance of the env_fog_controller entity in a level will be used, with other env_fog_controllers being redundant. However, in Left 4 Dead and Left 4 Dead 2, multiple env_fog_controllers may be used in conjunction with fog_volumes to create different fog effects where needed.

I know this is what you did, however try testing with completely different coloured fog so you can tell the difference.

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And what about creating your outside area in a skybox and use a different fog controller in your skybox?

@BrainstoneX:

The following tutorial explains exactly what you need. Basically, do as chicken (EDIT: and so spongylover) said, by means of a fog_volume, and then you'll need 2 different fog_controllers, one will be the "master" and the other will be fired and set "active" using a trigger and the outputs "OnStartTouch" and "OnEndTouch" for example (triggered by "clients" flag):

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That's not what I meant. In the video the world fog as a whole changes suddenly when the player enters a certain area. I made a picture for you to understand better: (The glass texture a bit bad right know, sorry, just tested this out)

I want no fog inside and thick fog outside, not like here, where there is as good as no fog outside:

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Yes, you can use a skybox to get outside fog. worst case scenario: you copy your entire map to make it a skybox and set the skybox scale to 1.

here is my proof of concept:
http://www.lpfreaky.nl/skybox_fog_test.zip

Hope that helped :)

BrainstoneX wrote:
That's not what I meant. In the video the world fog as a whole changes suddenly when the player enters a certain area. I made a picture for you to understand better: (The glass texture a bit bad right know, sorry, just tested this out)

I want no fog inside and thick fog outside, not like here, where there is as good as no fog outside:

OK, I just didn't thought you needed the 2 fogs working at the same time with their separate settings active to look through that window...

So, in order to get your desired effect, I think you should try 2 options:

1. Place the "master" fog_controller wherever you want and set it up with the fog you need outside; then make a brush tied to a fog_volume entity (and this one tied to a secondary fog_controller) with the same size and shape of the rooms you want a different fog effect in; then set up the desired indoors fog effect. As soon as the player enters the secondary fog_controller will be fired. BUT the master fog will be disabled! what about using a frosted glass for that window? (this is the weakest option, I know!)

2. Do as Ipfreaky said. I think this is the only way for having 2 fog settings running at the same time due to the fact that the skybox (more precisely the "skybox_camera") has its own fog settings. My settings for this scenario would be as follows:

- Make a 3D skybox. I don't know if you already know how to but there are many tutorials out there, just ask me and I can recommend you some of them. You could make the outside in real size and place some of those buildings that disappear in the long distance; then scale the whole thing 1/16.

- Place the sky_camera right in the positiion 0 0 0 into the mini skybox room and set the fog desired effect into its properties...

- Now place some of those walls with the props as in your picture surrounding the offices.

- Now you'll have to close the map surroudings and texture the sealing brushes with toolskybox texture. DON'T make a big cube surrounding it all, only seal your map with brushes that go from each of those buildings you've got in your pictures to the next one. When the skybox appears onto those toolskybox textured brushes it will give the sense of a huge environment. And your outside fog will be there.

- In order to set a nice mood into your skybox use some of these settings (pick up any of your taste ignoring the part dedicated to Portal2, it's useless):

https://developer.valvesoftware.com/wiki/Sky_List

- Now place the fog controller in your level for the offices and set it up as you like. This may cause some strange effects as a result of the "collision" between 2 different fog settings though. This is warned in the VDC (check out the below link). Because of this I would recommend to tie the fog_controller to a fog_volume in order to avoid those collisions. Make the fog_volume the same shape and size than the offices area.

- This is taken from the VDC and I think it could be interesting for you:

https://developer.valvesoftware.com/wiki/Fog_tutorial

I hope you try and get something good!

Good luck.

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