----- Original Message ----- From: Tom Richardson Sent: Monday, November 12, 2001 4:33 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Fog Effects (again?!) There is, but it is a trigger for waterfog, and what this guy wants is fake "volumetric" fog I believe. So that its more foggy at the ground, and less/not foggy up high, which isnt something that Spirit can do.
You might be able to rig it with func_illusionaries... *shrug*
-----Original Message----- From: Neale Roberts <[EMAIL PROTECTED]> To: [EMAIL PROTECTED] <[EMAIL PROTECTED]> Date: Monday, November 12, 2001 3:26 PM Subject: Re: [hlcoders] Fog Effects (again?!)
>I thought there was a fog entity in the Spirit of Half-Life mod >(http://spirit.valve-erc.com ) > >----- Original Message ----- >From: "bobby kwakkernaat" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Sent: Monday, November 12, 2001 8:44 PM >Subject: Re: [hlcoders] Fog Effects (again?!) > > >> >> -----Original Message----- >> From: "Nathan Taylor" <[EMAIL PROTECTED]> >> Date: Fri, 9 Nov 2001 22:32:13 -0500 >> To: "HLCoders" <[EMAIL PROTECTED]> >> Subject: Re: [hlcoders] Fog Effects (again?!) >> >> >> > TriangleAPI? Also speaking of triangles, is there a way to make 2d >triangles in wc without clipping? >> > >> > - Lakario >> > >> > ----- Original Message ----- >> > From: Patrick Phillips >> > Sent: Friday, November 09, 2001 10:12 PM >> > To: [EMAIL PROTECTED] >> > Subject: Re: [hlcoders] Fog Effects (again?!) >> > >> > So, fog that isn't everywhere? >> > Fog is simply transparent triangles shaded to look fogged as it >> > progressively as they get farther away, which involves different colors >at >> > each vertex, thus I believe making it impossible to do that without any >> > coding. (You can with the TriangleAPI.) >> > >> > >From: "Nathan Taylor" <[EMAIL PROTECTED]> >> > >Reply-To: [EMAIL PROTECTED] >> > >To: "HLCoders" <[EMAIL PROTECTED]> >> > >Subject: [hlcoders] Fog Effects (again?!) >> > >Date: Fri, 9 Nov 2001 16:00:53 -0500 >> > > >> > >Sorry to bring this up as I know it has been brought up several times, >but >> > >is there anyway, from a mapper's standpoint (i.e. no coding involved) >to >> > >add realistic fog to a level. I basically want a room that has a floor >> > >covered in fog (from a fog machine). Thanks in advance. >> > > >> > >Lakario >> > >ModDev.net >> > >www.moddev.netGet more from the Web. FREE MSN Explorer download : >> > >http://explorer.msn.com >> >> I think he means that he wants to code an entity for fog like func_water >so the mappers can decide where the fog is or isnt... >> -- >> >> _______________________________________________ >> 1 cent a minute calls anywhere in the U.S.! >> >> http://www.net2phone.com/cgi-bin/link.cgi?170 >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders >
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