r_wolffog and r_zfar
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r_wolffog and r_zfar
With PB's wolf fog protection removed server admins can now use forcecvar to turn off wolffog for their clients.
But with this is the issue of how far you can see
After some experimenting I've noticed that r_zfar 0 uses a map default r_zfar which changes for each map and looks to be exactly where wolf fog is.
Radar for example:
<a href="http://img84.imageshack.us/my.php?image=radar04cp.jpg" target="_blank"><img src="http://img84.imageshack.us/img84/9841/radar04cp.th.jpg" border="0" alt=""></a>
r_zfar 0
<a href="http://img84.imageshack.us/my.php?image ... 0003tb.jpg" target="_blank"><img src="http://img84.imageshack.us/img84/421/ra ... 3tb.th.jpg" border="0" alt="" ></a>
r_zfar 3000 - you cant see as much of the building
<a href="http://img461.imageshack.us/my.php?imag ... 0806sf.jpg" target="_blank"><img src="http://img461.imageshack.us/img461/5064 ... 6sf.th.jpg" border="0" alt=""></a>
r_zfar 3080
As you can see for Radar, 3080 seems to be the same as map default.
But 3000 looks the same as when wolffog is on, the fog obviously covering the last 80.
On stalingrad:
<a href="http://img252.imageshack.us/my.php?imag ... ad07wq.jpg" target="_blank"><img src="http://img252.imageshack.us/img252/1975 ... 7wq.th.jpg" border="0" alt=""></a>
r_zfar 0
<a href="http://img252.imageshack.us/my.php?imag ... 0004al.jpg" target="_blank"><img src="http://img252.imageshack.us/img252/4892 ... 4al.th.jpg" border="0" alt=""></a>
r_zfar 3000 - you can see the lamp on the bridge now.
<a href="http://img252.imageshack.us/my.php?imag ... 5700rb.jpg" target="_blank"><img src="http://img252.imageshack.us/img252/1235 ... 0rb.th.jpg" border="0" alt=""></a>
r_zfar 2570
For stalingrad 2570 looks right.
Conclusion: leave it locked at 0, or, you could consider standarizing it to 3000.
In Australia, I guess we will go with the settings the Euros pick.
Another point is that r_zfar uses a square box for clipping, like wolffog.
So, at 45 degrees you can see further:
<a href="http://img457.imageshack.us/my.php?image=strait2sw.jpg" target="_blank"><img src="http://img457.imageshack.us/img457/5881 ... 2sw.th.jpg" border="0" alt=""></a>
Strait
<a href="http://img457.imageshack.us/my.php?image=corner9cw.jpg" target="_blank"><img src="http://img457.imageshack.us/img457/6667 ... 9cw.th.jpg" border="0" alt=""></a>
Corner
(look top right)
But with this is the issue of how far you can see
After some experimenting I've noticed that r_zfar 0 uses a map default r_zfar which changes for each map and looks to be exactly where wolf fog is.
Radar for example:
<a href="http://img84.imageshack.us/my.php?image=radar04cp.jpg" target="_blank"><img src="http://img84.imageshack.us/img84/9841/radar04cp.th.jpg" border="0" alt=""></a>
r_zfar 0
<a href="http://img84.imageshack.us/my.php?image ... 0003tb.jpg" target="_blank"><img src="http://img84.imageshack.us/img84/421/ra ... 3tb.th.jpg" border="0" alt="" ></a>
r_zfar 3000 - you cant see as much of the building
<a href="http://img461.imageshack.us/my.php?imag ... 0806sf.jpg" target="_blank"><img src="http://img461.imageshack.us/img461/5064 ... 6sf.th.jpg" border="0" alt=""></a>
r_zfar 3080
As you can see for Radar, 3080 seems to be the same as map default.
But 3000 looks the same as when wolffog is on, the fog obviously covering the last 80.
On stalingrad:
<a href="http://img252.imageshack.us/my.php?imag ... ad07wq.jpg" target="_blank"><img src="http://img252.imageshack.us/img252/1975 ... 7wq.th.jpg" border="0" alt=""></a>
r_zfar 0
<a href="http://img252.imageshack.us/my.php?imag ... 0004al.jpg" target="_blank"><img src="http://img252.imageshack.us/img252/4892 ... 4al.th.jpg" border="0" alt=""></a>
r_zfar 3000 - you can see the lamp on the bridge now.
<a href="http://img252.imageshack.us/my.php?imag ... 5700rb.jpg" target="_blank"><img src="http://img252.imageshack.us/img252/1235 ... 0rb.th.jpg" border="0" alt=""></a>
r_zfar 2570
For stalingrad 2570 looks right.
Conclusion: leave it locked at 0, or, you could consider standarizing it to 3000.
In Australia, I guess we will go with the settings the Euros pick.
Another point is that r_zfar uses a square box for clipping, like wolffog.
So, at 45 degrees you can see further:
<a href="http://img457.imageshack.us/my.php?image=strait2sw.jpg" target="_blank"><img src="http://img457.imageshack.us/img457/5881 ... 2sw.th.jpg" border="0" alt=""></a>
Strait
<a href="http://img457.imageshack.us/my.php?image=corner9cw.jpg" target="_blank"><img src="http://img457.imageshack.us/img457/6667 ... 9cw.th.jpg" border="0" alt=""></a>
Corner
(look top right)
come on darling, you knew that?Nellie- wrote:Offtopic - what an insanely dark config
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Last edited by Fusen on Thu Mar 17, 2011 1:12 pm, edited 1 time in total.
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The farplancedist and fogclip are set in the .map and get compiled into the map.
The fogclip It is the distance beyond which the engine doesnt calculate the environment anymore.
Farplanedist is the value at which the fog becomes opaque, and you set it a bit lower than the fogclip to avoid objects "disappear" all of a sudden. After all, the environment of your map should look realistic.
Can you really change that setting which is compiled with a cvar?
@ Dersaidin: you could test whether you can go beyond the setting of the map in TheRiver II Redux. Its values are farplanedist 4950 and fogclip 5000. So if you can set zfar to 6000 and see more than with 5000 you can override that setting and thus override the compiled settings in the map.
Other question: am I right that it is a serverside setting to disable or keep wolffog, right? Because some maps (TheRiver II Redux for example) look real crap withouth the fog.
And my 2ct on removing wolffog: that s a pretty crappy idea and cvar. Any mapper using fog wants it for a reason, and if its a large map he sure doesnt want his map to look as crappy as they do now without fog being all cut off like this.
The fogclip It is the distance beyond which the engine doesnt calculate the environment anymore.
Farplanedist is the value at which the fog becomes opaque, and you set it a bit lower than the fogclip to avoid objects "disappear" all of a sudden. After all, the environment of your map should look realistic.
Can you really change that setting which is compiled with a cvar?
@ Dersaidin: you could test whether you can go beyond the setting of the map in TheRiver II Redux. Its values are farplanedist 4950 and fogclip 5000. So if you can set zfar to 6000 and see more than with 5000 you can override that setting and thus override the compiled settings in the map.
Other question: am I right that it is a serverside setting to disable or keep wolffog, right? Because some maps (TheRiver II Redux for example) look real crap withouth the fog.
And my 2ct on removing wolffog: that s a pretty crappy idea and cvar. Any mapper using fog wants it for a reason, and if its a large map he sure doesnt want his map to look as crappy as they do now without fog being all cut off like this.
Also, the distance is set to limit how much is drawn for the sake of performance in some maps. (Anyone remember the winter map from RTCW with fog but no distance clip?)
Got any old idtech3 tutorials you made or saved? Send them my way.
Yes.McNite wrote: Can you really change that setting which is compiled with a cvar?
q3map2 does also do distance culling with vis, which under some circumstances might give you HOM if you turn fog off, or simplly see things popping into existance as those clusters come into range.
send lawyers, guns and money
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But it looks awesome and when you know how to climb the tower you can set up a very harsh defense .McNite wrote:Stalingrad isnt uberpawnage, its in incredibly bad mapped think with regard to mapping technique, which is why you get lowest fps on it.
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
sounds like bad gameplay tooset up a very harsh defense
Actually for competition you want SW maps, and SW is about the attacking team having an advantage due to the layout of the map so they can set a time.
Stalingrad is an example for a huge pub map with an average gameplay and real bad mapping technique (sry but that s my opinion) and the filesize is way to big too.
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sadly there isnt anyone who is rewieving maps..
Well, ppl learned to admire, because they know that it is out of their skills..
I guess that one mapper should write which maps are worth playing..
I agree that stalingrad isnt as good map..
Well, ppl learned to admire, because they know that it is out of their skills..
I guess that one mapper should write which maps are worth playing..
I agree that stalingrad isnt as good map..
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