Ouch =)
----- Original Message -----
Sent: Monday, November 12, 2001 4:38 PM
Subject: Re: [hlcoders] Fog Effects (again?!)

Um, it's a he :)
 
On Mon, 12 Nov 2001 17:25:00 -0500 "Nathan Taylor" <[EMAIL PROTECTED]> writes:
Sweet.  This is cool, a girl (Laurie Cheers) out-coded valve [and gearbox]!!!  That's what I call �ber 1337.
 
----- Original Message -----
From: Neale Roberts
Sent: Monday, November 12, 2001 5:22 PM
Subject: Re: [hlcoders] Fog Effects (again?!)
 
I believe we're going to integrate it into our mod (Eradicators). It
certainly adds a lot more flexibility.

Neale

----- Original Message -----
From: "Tim Holt" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, November 12, 2001 10:06 PM
Subject: Re: [hlcoders] Fog Effects (again?!)


> Spirit is great.  It's in the next Day of Defeat release (2.0).  From
> the mappers perspective, it's fantastic stuff.
>
> Nathan Taylor wrote:
>
> > I tried a env_shooter and when i did it the map crashed cuz there were
> > too many edicts.
> >
> >
> >
> > /me loves spirit of half-life, i just made a func_train with a
> > func_ladder and func_button that attach to it and go where it goes!
> > It's true love!
> >
> >
> >
> >     ----- Original Message -----
> >
> >     From: Tom Richardson
> >
> >     Sent: Monday, November 12, 2001 5:02 PM
> >
> >     To: [EMAIL PROTECTED]
> >
> >     Subject: Re: [hlcoders] Fog Effects (again?!)
> >
> >
> >
> >     It definatly looks crappy, but if you are planning to do it without
> >     coding anything it might be your best bet.
> >
> >
> >
> >     If you really wanted to kill your frames you could try making a
> >     particle fog using a bunch of sprite emitters...  heh
> >
> >         -----Original Message-----
> >         From: Nathan Taylor <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>
> >         To: HLCoders <[EMAIL PROTECTED]
> >         <mailto:[EMAIL PROTECTED]>>
> >         Date: Monday, November 12, 2001 3:47 PM
> >         Subject: Re: [hlcoders] Fog Effects (again?!)
> >
> >         id have to agree, but its the best ive seen thus far
> >
> >
> >
> >             ----- Original Message -----
> >
> >             From: Tim Holt
> >
> >             Sent: Monday, November 12, 2001 4:43 PM
> >
> >             To: [EMAIL PROTECTED]
> >
> >             Subject: Re: [hlcoders] Fog Effects (again?!)
> >
> >
> >
> >             IMHO that kinda fog (just an illus brush) looks crappy.
> >
> >             Nathan Taylor wrote:
> >
> >              > 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*
> >              >
> >
> >
> >             _______________________________________________
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> >
> >
>
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