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Making waypoints unaffected by fog when r_wolffog 0


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Hello,

I'm starting to make waypoints for the following map, which has fog on most of the ground: Wolffiles.de - your filebase

Very quickly, the waypoints fade, so I turned off fog, which helped on all surfaces affected by it, excepted the waypoint nodes themselves ^^'

What can I do to have them rendered like normal in that kind of map setting?

Thank you in advance

Regards,

Mateos

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For future reference;

Suspected that, couldn't get it working yesterday, found why and got it working now, just like custom .script

In the case of that map, faulty shader is textures/marko/fog_crypt in marko_fog.shader

The file has to be extracted in a script sub-folder in OB mod folder (not etmain! was why I couldn't get it working) and modified, and the game run with sv_pure 0, in order to load the file outside a PK3 (or have a z_xxx.pk3 containing the file in etmain I guess)

Commented out fog-related and texture-related instructions about fog in sub-sections

Like this:

textures/marko/fog_crypt
{
	qer_editorimage textures/marko/fog_grey1.tga
	surfaceparm	trans
	surfaceparm	nonsolid
//	surfaceparm	fog // Commented out
	surfaceparm	nolightmap
	q3map_globaltexture
	q3map_surfacelight 1
//	fogparms ( .15 .15 .17 ) 768 // Already commented out
//	fogparms ( .2 .2 .2 ) 384 // Commented out
//	fogparms ( .5 .5 .5 ) 128 // Already commented out
	{
		//map textures/marko/kc_fogcloud3.tga // Commented out
		blendfunc gl_dst_color gl_zero
		tcmod scale -.05 -.05
		tcmod scroll .01 -.01
		rgbgen identity
	}
	{
		//map textures/marko/kc_fogcloud3.tga // Commented out
		blendfunc gl_dst_color gl_zero
		tcmod scale .05 .05
		tcmod scroll .01 -.01
		rgbgen identity
	}
}

Works now!

 

Holy_Grail modified shader with r_wolffog 1.png

Edited by Mateos
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