Hi

I have what I think may be a nice base line to develop the desert mirage
effect.

A while back I made an SDK using [func_smokevolume] for the purpose of
making efficient rolling animated 3d ground fog. (Side note, It makes
great clouds too, add a mover and they roll and flow across the sky much
like real clouds.) It is an extremely versatile, resource efficient
entity. I am adding a link to the source since [func_smokevolume] can be
very tricky and frustrating to get looking nice. The water in the SDK eats
resources, best not to use it with the smoke entity. The only reason its
there is this fog was developed for a swamp map. It also displays how the
smoke entity relates visually to a reflective surface. Once you see this
you can see how it’s not a far stretch to make it look like a heat wave.
You can download the ground fog SDK at;

http://www.wf2dev.org/public/source_sdk/SDK_groundfog.zip
Do with or redistribute as you see fit.

I have added animated screen shots and the build log file so you don’t
have to go to any trouble to check it out quick.

Some advice toward a refractive texture to apply to the material input
would be nice.
If there isn’t already something suitable Ill look into making a
refractive particle texture.
I’m not exactly sure what will be best till I can test my theories.
Also with this entity it should be possible to tweak the setting so that
it is only visible at a distance without the need to code for the distance
rendering. Also, the movement is directional to get more a heat wave
effect I suggest sending the movement strait up.

I think the restricted view ground texture should be bump mapped, wet
looked and reflective, and limited to a farther rendering distance then
the smokevolume entity.
Should only need to be 1 unit thick and raised 1 unit from the near view
ground texture.

I also think this approach to mirage may be better then some other options
due to the fact it will affect everything dynamically (including players
and models running through It.) adding to the realism. And it is 3D and
adjustable. Important to note if you rescale it you will have to tweak the
settings or it is likely to become invisible or look like a patchwork of
clouds.

Once I get the refraction down Ill post an updated SDK.
If someone has a break through id like the info too.

Hope this helps.
TheMegolith



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