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Adding custom fog to your NZP/Kurok/Quake maps 5 5 1
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 Adding custom fog to your NZP/Kurok/Quake maps

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dr_mabuse
QC Coder and mapper
QC Coder and mapper


Posts: 616
Join date: 2011-05-28
Age: 32
Location: In ur moms bed..

PostSubject: Adding custom fog to your NZP/Kurok/Quake maps   Tue Sep 11, 2012 12:27 pm

Before we start you need to know that the current NZP build on the PC uses different fog settings
than the PSP, you need to experiment with the fog settings.
Also you should have some knowledge on mapping / using Worldcraft or VHE!!

THIS WILL NOT WORK IN VANILLA QUAKE UNLESS YOU ADD THE TRIGGER_COMMAND INTO THE QC SOURCE!!

1st: Just make a big block around your map, use your trigger texture... Should look like this:



2nd: tie to entity, use "trigger_command" and add your prefered fog value in.. should look like this:



3rd: Compile your map and run it in your game (Quake, Kurok or NZP)...

You will now ALWAYS have the nice fog effect on your map, also this SHOULD
bypass the annoying hardcoded NZP fog..

Example pics with the fog command used to change the look of the map and simulate a sky:

Desert look a like (simulating sandstorm):




Winter look a like:


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Radixan
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Posts: 37
Join date: 2012-04-07
Age: 17
Location: Spain

PostSubject: Re: Adding custom fog to your NZP/Kurok/Quake maps   Tue Sep 11, 2012 1:17 pm

I have a question...
What is each parameter?

I can see this values:
Code:
fog -250 2000 50 30
But... (If you know what I mean... XD) I don't know what they mean.
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dr_mabuse
QC Coder and mapper
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Posts: 616
Join date: 2011-05-28
Age: 32
Location: In ur moms bed..

PostSubject: Re: Adding custom fog to your NZP/Kurok/Quake maps   Tue Sep 11, 2012 1:55 pm

the fog values... just enter fog on the console and you see WHAT the parameters mean.

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Radixan
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Posts: 37
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Age: 17
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PostSubject: Re: Adding custom fog to your NZP/Kurok/Quake maps   Tue Sep 11, 2012 4:18 pm

dr_mabuse wrote:
the fog values... just enter fog on the console and you see WHAT the parameters mean.

OK, now, I'll put it easier for everyone.

It's composed by 9 values.

Originals are:
Code:
fog 2 0.2 0.2 0.2 1 600 2000 100 200

And now, I'll explain what they mean.

First value - Smoothness:
To higher number, most distinguishable is the strip between the fog and the clear zone.

2nd, 3rd and 4th values - Colours:
2nd is Red
3rd is Green
4th is Yellow

Fifth value - Transparency:
From 0 to 1.
0 = 100% transparent
1 = 0% transparent

Sixth value - Distance (near):
To higher number, farther you can see. (notice that it approaches from the limit to you)

Seventh value - Distance (far):
To higher number, farther you can see. (notice that it changes the limit distance)

Eighth value - Density (near):
To higher number, more fog. (notice that it only denses from the limit to you)

Ninth value - Density (far):
To higher number, more fog. (notice that it only denses from the limit to skyline)

This is that I've understood after a lot of tries. :D
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FRiiZYDuDE
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Posts: 949
Join date: 2012-08-19
Age: 16
Location: Ireland.

PostSubject: Re: Adding custom fog to your NZP/Kurok/Quake maps   Tue Sep 11, 2012 4:46 pm

Radixan wrote:
dr_mabuse wrote:
the fog values... just enter fog on the console and you see WHAT the parameters mean.

OK, now, I'll put it easier for everyone.

It's composed by 9 values.

Originals are:
Code:
fog 2 0.2 0.2 0.2 1 600 2000 100 200

And now, I'll explain what they mean.

First value - Smoothness:
To higher number, most distinguishable is the strip between the fog and the clear zone.

2nd, 3rd and 4th values - Colours:
2nd is Red
3rd is Green
4th is Yellow

Fifth value - Transparency:
From 0 to 1.
0 = 100% transparent
1 = 0% transparent

Sixth value - Distance (near):
To higher number, farther you can see. (notice that it approaches from the limit to you)

Seventh value - Distance (far):
To higher number, farther you can see. (notice that it changes the limit distance)

Eighth value - Density (near):
To higher number, more fog. (notice that it only denses from the limit to you)

Ninth value - Density (far):
To higher number, more fog. (notice that it only denses from the limit to skyline)

This is that I've understood after a lot of tries. VeryHappy
Nice tutorial
I would give rep but I gave some to mabuse earlier on his original post lol Smilez

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ScatterBox
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Posts: 47
Join date: 2013-10-23
Location: Inside the icebox

PostSubject: Re: Adding custom fog to your NZP/Kurok/Quake maps   Mon Jan 27, 2014 7:08 pm

Sorry to dig up an old topic, but I can't get this to work. Is it because I have a skybox?

I have implemented this into QC directly from the NZ:P source. So I don't see why it wouldn't work using Kurok.

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Douch_Dagger
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Posts: 19
Join date: 2013-07-09
Age: 22
Location: california

PostSubject: Re: Adding custom fog to your NZP/Kurok/Quake maps   Mon Jan 27, 2014 9:48 pm

wth?! is this nzp or not? i've never seen the HUD like that

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I like my Zombies Lively Undead.
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ScatterBox
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Posts: 47
Join date: 2013-10-23
Location: Inside the icebox

PostSubject: Re: Adding custom fog to your NZP/Kurok/Quake maps   Tue Jan 28, 2014 12:01 am

Douch_Dagger wrote:
wth?! is this nzp or not? i've never seen the HUD like that

Umm. Ok, that was completely off topic from what I posted, but this HUD is from the PSP game Cause of War: 1944.

http://www.moddb.com/games/cause-of-war-1944
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Adding custom fog to your NZP/Kurok/Quake maps

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