I tried to create a fog entity but I guess it's in conflict with the fog entities in the global ents instance. I also tried to set the fog entity to master but that didn't help. Any ideas? Thanks in advance!
[SOLVED] Fog and global_ents instance
However, the problem remains. I can't seem to controll fog on my own. Any other suggestions?
- OnMapSpawn > !player > SetFogController > @fog_controller
Also, maybe you are just not noticing the fog. Try lowering the parameter Fog End to 1000 for example, and start to set the desired fog amount you want in your map from there.
josepezdj wrote:
Get rid of the global_ents and just use an env_fog_controller. Name it, let's say '@fog_controller', and now use a logic_auto for example with this output:- OnMapSpawn > !player > SetFogController > @fog_controller
Also, maybe you are just not noticing the fog. Try lowering the parameter Fog End to 1000 for example, and start to set the desired fog amount you want in your map from there.
Why should I get rid of the global_ents? Isn't it needed? At least for the starting and ending elevators?
Thanks for the tip, I'll look into the commands! And I always try to see if a new option works by making it extreme, for instance this fog of mine was green and red so I'd see it in action. And with the fog_volume it works but I'd rather see it triggable without the fog_volume. I'll try to see how your commands work! Thanks!
Konke wrote:
Thanks for the replies. So, if I don't want to use the global_ents's fog, I don't see any other reason to have it. I implemented it to my map because a video tutorial told me to, and I can't say I remember why. So, I can just delete the whole global_ents instance, nothing else will happen, will it?
If you delete the global_ents instance, you'll need to set up custom fog or else there won't be any in the map. TopHATTwaffle has a great tutorial on it.
I think I've found a workaround for the fog and it seems to be working. I controll my own fog_controller with a fog volume, and the volume will just have to be over the most part of the map. I'm not sure how official this solution is but at least it's working and I guess that's all that matters.
- It provides the '@autosave' entity, which is an easy way to save the game via entities (OnTrigger > @autosave > Save).
- You can change environments, which includes color correction, tonemapping, fog, etc, on the fly very easily.
- It provides the required entities for choreographed scenes, so that you only need to worry about a logic_choreo_scene entity, as opposed to involving generic_actors.
Basically, it can save you time for other things, outside of fog triggers (although that's its main use). You can get rid of it if you want, though; nothing bad will happen if you don't have it.
srs bsnss wrote:
Global ents will save you time down the track with other things. For example:
- It provides the '@autosave' entity, which is an easy way to save the game via entities (OnTrigger > @autosave > Save).
- You can change environments, which includes color correction, tonemapping, fog, etc, on the fly very easily.
- It provides the required entities for choreographed scenes, so that you only need to worry about a logic_choreo_scene entity, as opposed to involving generic_actors.
Basically, it can save you time for other things, outside of fog triggers (although that's its main use). You can get rid of it if you want, though; nothing bad will happen if you don't have it.
Thanks for the great reply! As long as the instance doesn't slow the performance down I think I'll keep it around. I'll try to implement autosaves on a later notice aswell.