Nuclear Dawn

Nuclear Dawn

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Dmitriy Nov 18, 2012 @ 4:12pm
Adding heavy fog on my map prevents commander to see the map
I'd like to make a map with the Fog Start = 300, Fog End = 1700. The fog is 100% solid at 1700 so players will not see anything behind it. But with such values commander will not be able to see the entire screen

Is there some workaround for this?

And if I set Far Z to 2000 it also influences commander. Does setting Far Z increases framerate(performance) because the geometry behind 2000 is not drawn?
Last edited by Dmitriy; Nov 18, 2012 @ 4:13pm
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Showing 1-3 of 3 comments
Not really, other than allowing the commander to zoom in to a closer level where the fog's effect isn't as restrictive or reducing the fog in the first place.

Also it may be preferable to start your fog at a negative value ie -256. This gets rid of that "ring of clear air around you" effect.

And that's exactly what Far-Z clipplane does. Anything beyond that value is not rendered. If you have a map that's not very flat (think Metro or Downtown where tall buildings hide most other elements), this may be of value to you. On the other hand, if you have a map where there are signficantly tall or otherwise conspicuous features far away, you should instead employ aggressive prop/brush fade distances.
Last edited by vapourwavelistener1994; Nov 19, 2012 @ 5:47am
Dmitriy Nov 21, 2012 @ 12:28pm 
I think I know a workaround for this. I will just place another fog_volume around each command center. Will see if it works
Dmitriy Nov 22, 2012 @ 12:39pm 
I solved this by placing 2 fog_volume entities. FPS fog is right above the ground, RTS fog is above FPS fog
Last edited by Dmitriy; Nov 22, 2012 @ 12:39pm
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