Quote from
Ralph on October 22, 2007, 2:05 pm
More a general mapping question than portal really.
How did they do the blue fade effect seen in the last escape level?
http://www.thebighand.co.uk/blue%20fade.jpg
I am guessing its some kind of func_brush, but playing around with various render modes has gotten me nowhere. There are fog entities but these seem more complex, and running that bsp through vmex results in a map that crashes hammer.
More a general mapping question than portal really.
How did they do the blue fade effect seen in the last escape level?
http://www.thebighand.co.uk/blue%20fade.jpg
I am guessing its some kind of func_brush, but playing around with various render modes has gotten me nowhere. There are fog entities but these seem more complex, and running that bsp through vmex results in a map that crashes hammer.
Only a spider trusts the web
Quote from
Ralph on October 22, 2007, 3:27 pm
Turns out that level does use an env_fog_controller, but I was hoping to only use it for one room, not the whole level. However it also has inputs so I can turn to fog on and off, will have to experiment.
Turns out that level does use an env_fog_controller, but I was hoping to only use it for one room, not the whole level. However it also has inputs so I can turn to fog on and off, will have to experiment.
Only a spider trusts the web