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jdolan avatar jdolan commented on September 3, 2024

@Panjoo We now have global OpenGL 1.x style fog via worldspawn:

"fog_density" "1"
"fog_color" "0.996 0.741 0.500"

quetoo043

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!

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Panjoo avatar Panjoo commented on September 3, 2024

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?

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jdolan avatar jdolan commented on September 3, 2024

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.

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