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InsideQC Forums • View topic - Fog...

Fog...

Discuss programming in the QuakeC language.

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Fog...

Postby sniperz227 » Sat Oct 29, 2011 6:44 pm

Hey, i was wondering what i would have to do if i wanted fog to show up in my map sorta like this :
i just want there too be fog all aorund the map cuz its a graveyard map n i wanted to make it more realistic :P thanks
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Re: Fog...

Postby Nahuel » Sat Oct 29, 2011 8:46 pm

you have many ways, the classic is to add a newspecific to worldspawn called "fog" with the value
for example
{
"sounds" "4"
"classname" "worldspawn"
"wad" "gfx/start.wad"
"message" "Introduction"
"worldtype" "0"
"fog" "0.2 0.2 0.2 0.25"
}
hi, I am nahuel, I love quake and qc.
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Re: Fog...

Postby sniperz227 » Sat Oct 29, 2011 10:00 pm

i dont get what you mean?
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Re: Fog...

Postby Nahuel » Sat Oct 29, 2011 10:40 pm

hi, I am nahuel, I love quake and qc.
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Re: Fog...

Postby necros » Sun Oct 30, 2011 5:38 am

in nahuel's post, he just means in the worlspawn entity, add a new key with the name "fog" and the value "0.2 0.2 0.2 0.25" (no quotes).
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Re: Fog...

Postby Seven » Sun Oct 30, 2011 6:47 pm

Hello sniperz,

maybe you want/need some more information.
If not, I am sorry to bump.
I assume you are using DarkPlaces.

First of all, to get the needed .ent file of your map, please start the map and type this in the console:
sv_saveentfile
(be careful, existing ones will be overwritten)
The file will be in your maps folder.

Now you can edit (with notepad for example), your .ent file
and add the fog line from Nahuel in it (in the end of first block).

If you want to know more about the values, here is the description:
fog : set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])

Have fun with your spookie fog. :)
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