Comments (3)
@Panjoo We now have global OpenGL 1.x style fog via worldspawn
:
"fog_density" "1"
"fog_color" "0.996 0.741 0.500"
The entities.def
file in the develop
data branch has been updated to reflect the current worldspawn
properties (fog_color
, fog_density
, fog_depth_range
). Here you go, sir!
from quetoo.
Yeah now we're talking, nice job.
If mappers want a full-level fog with noise and light absorption, they can add a brush-based misc_fog that spans the level for that purpose.
This is also how you did ambient lighting in Quake4 and where every light was super expensive. Ah memories.
I have not sync'd the files yet, but is this info on how to use volumetric fog also added to the entities.def?
On that note: what's the default _size value for the light_sun now? The old one was set to 256, but from looking at the results during tests I suspect it has been made much lower, around 32 or something?
from quetoo.
Yes misc_fog is well documented in entities.def. If you texture the entity in common/fog it will become CONTENTS_ATMOSPHERIC automatically. Or if you want underwater fog, turn your water brush(es) into a misc_fog and set the appropriate keys.
And yep! Default sun size is now 32, which provides more diffuse than the previous implementation did at 256.
from quetoo.
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from quetoo.