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Do jump maps generally have some "fog limit"?
posted in Videos
1
#1
0 Frags +

I tried using an amazing command line to make a greenscreen for the viewmodels using, you guessed it, fog.

fog_enable 1; fog_override 1; fog_color 0 255 0; fog_start 0; fog_end 1; fog_enableskybox 1; fog_colorskybox 0 255 0; fog_startskybox 0; fog_endskybox 1; r_drawparticles 0; r_drawdecals 0

It works perfectly on most if not all official maps, but for some odd reason not jump maps (except for one jump map that's not available for the public yet (not finished)).

My question is: could it be a lighting thing or is it some kind of "fog limit" the mapmakers add to make sure the entire jump is visible? And if it is, can it be fixed?

The map I need it for is called jump_internal_b4 if that makes any difference.

Thanks!

I tried using an amazing command line to make a [b]greenscreen[/b] for the viewmodels using, you guessed it, fog.

fog_enable 1; fog_override 1; fog_color 0 255 0; fog_start 0; fog_end 1; fog_enableskybox 1; fog_colorskybox 0 255 0; fog_startskybox 0; fog_endskybox 1; r_drawparticles 0; r_drawdecals 0

It works perfectly on most if not all official maps, but for some odd reason not jump maps (except for one jump map that's not available for the public yet (not finished)).

My question is: could it be a lighting thing or is it some kind of "fog limit" the mapmakers add to make sure the entire jump is visible? And if it is, can it be fixed?

The map I need it for is called [b]jump_internal_b4[/b] if that makes any difference.

Thanks!
2
#2
6 Frags +

Map editors can include an env_fog_controller. I don't know all the details but I'd assume that'd be required, it's just that it's common practice to include it in most maps/maptypes.

It would make sense for jump maps to not have them, since jump maps don't tend to go for visuals (or when they do, they're a lot more abstract than actual tf2 maps).

Could you just decompile, add an env_fog_controller, recompile under the same name, and then load the demo with that, or is there some signature check that'd screw that up?

Map editors can include an env_fog_controller. I don't know all the details but I'd assume that'd be required, it's just that it's common practice to include it in most maps/maptypes.

It would make sense for jump maps to not have them, since jump maps don't tend to go for visuals (or when they do, they're a lot more abstract than actual tf2 maps).

Could you just decompile, add an env_fog_controller, recompile under the same name, and then load the demo with that, or is there some signature check that'd screw that up?
3
#3
1 Frags +

http://i.imgur.com/pasK1qy.jpg

[img]http://i.imgur.com/pasK1qy.jpg[/img]
4
#4
0 Frags +
JarateKingCould you just decompile, add an env_fog_controller, recompile under the same name, and then load the demo with that, or is there some signature check that'd screw that up?

That should work, I've done it in the past, where I decompiled badlands, changed a bunch of stuff, including textures and lighting and recompiled under the same name and demos worked.

[quote=JarateKing]Could you just decompile, add an env_fog_controller, recompile under the same name, and then load the demo with that, or is there some signature check that'd screw that up?[/quote]
That should work, I've done it in the past, where I decompiled badlands, changed a bunch of stuff, including textures and lighting and recompiled under the same name and demos worked.
5
#5
3 Frags +

this is the exact command i use whenever i greenscreen in my viewmodels

"fog_enable 1; fog_override 1; fog_color 0 255 0; fog_start 0; fog_end 1; fog_enableskybox 1; fog_colorskybox 0 255 0; fog_startskybox 0; fog_endskybox 1; r_drawparticles 0; r_drawdecals 0;fog_maxdensity 1;r_drawsprites 0;r_drawopaquerenderables 0; r_drawstaticprops 0"

try seeing if the addition of those few commands change anything. you might also wanna check your dxlevel, ive noticed that the fog is thinner when its lower.

i got it to work on internal so i hope it works for you too

this is the exact command i use whenever i greenscreen in my viewmodels

"fog_enable 1; fog_override 1; fog_color 0 255 0; fog_start 0; fog_end 1; fog_enableskybox 1; fog_colorskybox 0 255 0; fog_startskybox 0; fog_endskybox 1; r_drawparticles 0; r_drawdecals 0;fog_maxdensity 1;r_drawsprites 0;r_drawopaquerenderables 0; r_drawstaticprops 0"

try seeing if the addition of those few commands change anything. you might also wanna check your dxlevel, ive noticed that the fog is thinner when its lower.

i got it to work on internal so i hope it works for you too
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