Well there is this tut which gives a nifty but resource costly effect: http://vibrants.dk/jchq/tut_fog.htm
 
----- 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...
>> --
>>
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