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View Full Version : Q3 MOD & Foghulls, dont work, (not yer typical foghull p


Axedup
18th December 2002, 08:51
:bash:

Hello, Ive been making the basic map inside q3 and the foghull works beautifully :)

Its come to the point for creating the map to work for the specific mod and when I load it up the entire map is black

If u run r_showtris 1 u can see all the brushwork but everything is pure darkness.

I retested it in q3 and all ok.

I deleted the fog brush, and pasted the foghull with a normal sky texture and it worked.

I Thought foghulling was a q3 specific trick which should work on all mods that are q3 based.

Plz help, coz this is a major kick in the plums :moo: :banghead:

Thx in advance...

Axedup

Old_Fellow
18th December 2002, 13:28
Post your foghull shader.

Axedup
19th December 2002, 16:41
Ok thx man here goes....

textures/axedup/fog_grey
{
surfaceparm fog
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
qer_trans 0.75
fogparms ( 0.5 0.5 0.5 ) 1536
}

textures/axedup/foghull_grey
{
qer_editorimage textures/axedup/fog_grey.tga
surfaceparm noimpact
surfaceparm nolightmap
skyParms textures/env/foghull_grey/foghull_grey 0 -
}


Thx

Axedup :drink:

Axedup
19th December 2002, 16:45
Oh and other setting...


_farplanedist 1548


Axedup

Old_Fellow
19th December 2002, 17:47
Try that for your skybox:

textures/axedup/foghull_grey
{
qer_editorimage textures/axedup/fog_grey.tga
q3map_surfacelight 25
q3map_sun 1 1 1 100 90 60
surfaceparm noimpact
surfaceparm nolightmap
skyParms textures/env/foghull_grey/foghull_grey 0 -
}

You can play with all the values and use q3map_sun OR q3map_surfacelight or both as showed above.

Axedup
20th December 2002, 18:02
Thx man, I'll try it, but Why dont the light entities work?

Thats whats bugging me :???:

BRB, Testing....

Axedup