Not yet.  If you play the demo map you'll see that it's not implemented
yet.

On Mon, 12 Nov 2001 20:51:48 -0000 "Neale Roberts" <[EMAIL PROTECTED]>
writes:
> I thought there was a fog entity in the Spirit of Half-Life mod
> (http://spirit.valve-erc.com )
> 
> ----- Original Message -----
> From: "bobby kwakkernaat" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, November 12, 2001 8:44 PM
> Subject: Re: [hlcoders] Fog Effects (again?!)
> 
> 
> >
> > -----Original Message-----
> > From: "Nathan Taylor" <[EMAIL PROTECTED]>
> > Date: Fri, 9 Nov 2001 22:32:13 -0500
> > To: "HLCoders" <[EMAIL PROTECTED]>
> > Subject: Re: [hlcoders] Fog Effects (again?!)
> >
> >
> > > TriangleAPI?   Also speaking of triangles, is there a way to 
> make 2d
> triangles in wc without clipping?
> > >
> > > - Lakario
> > >
> > > ----- Original Message -----
> > > From: Patrick Phillips
> > > Sent: Friday, November 09, 2001 10:12 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: Re: [hlcoders] Fog Effects (again?!)
> > >
> > > So, fog that isn't everywhere?
> > > Fog is simply transparent triangles shaded to look fogged as it
> > > progressively as they get farther away, which involves different 
> colors
> at
> > > each vertex, thus I believe making it impossible to do that 
> without any
> > > coding.  (You can with the TriangleAPI.)
> > >
> > > >From: "Nathan Taylor" <[EMAIL PROTECTED]>
> > > >Reply-To: [EMAIL PROTECTED]
> > > >To: "HLCoders" <[EMAIL PROTECTED]>
> > > >Subject: [hlcoders] Fog Effects (again?!)
> > > >Date: Fri, 9 Nov 2001 16:00:53 -0500
> > > >
> > > >Sorry to bring this up as I know it has been brought up several 
> times,
> but
> > > >is there anyway, from a mapper's standpoint (i.e. no coding 
> involved)
> to
> > > >add realistic fog to a level.  I basically want a room that has 
> a floor
> > > >covered in fog (from a fog machine). Thanks in advance.
> > > >
> > > >Lakario
> > > >ModDev.net
> > > >www.moddev.netGet more from the Web.  FREE MSN Explorer download 
> :
> > > >http://explorer.msn.com
> >
> > I think he means that he wants to code an entity for fog like 
> func_water
> so the mappers can decide where the fog is or isnt...
> > --
> >
> > _______________________________________________
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