The fog shader I created had no errors in it, it is a map issue: imageshack.us/a/img14/4006/7x5g.jpg
I just can't find the source of the issue.
No, I was showing it as an example of how fog should be. The first image is my own map, I created the fog shader myself.
Here's what I mean: imageshack.us/a/img849/2202/kuvm.jpg
There's something not right about it, it doesn't look how fog should look in the id Tech 3 engine.
Now here's how it should look: imageshack.us/a/img96/2655/xr5m.jpg
It has a smoother transition from the fog instead of having an "edge" look to it.
Edited 6.93 minutes after the original posting.
I also have another question that I have to ask and I don't want to spam the forums so I will post it here. This is probably the noob-iest question I've ever asked, oh well.
In a map I have fog but it is glitched, there are no leaks or errors that I've made which I'm aware of and there is only one visible surface to the fog. The fog has an odd "solid" look on the surface (the look you get when there's more than one visible surface), the only thing that I can think of that may have made it this way is the curves that I placed on the walls where the fog is (which have been caulked from behind). Do curves have an affect on fog?
Ok thanks, I've found some ways to make it more efficient!
Thanks, but I was looking for something more like rain particles. I am sure it's possible to have rain particles in the Quake 3 engine, instead of having rain via textured brushes.
Hello, I need a more efficient way of creating rain. I use a shader that makes the texture scroll down very fast to make it appear like rain, however this uses up a lot of resources and it causes a few brush problems. Is there a different way of having rain in your map (e.g. particles falling from the sky texture)?
The Gloom 0.7
NOW WITH BOTS :) :) :)!!!!!!!!!!