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Env_fog_controller's FarZ doesnt seem to work correctly

Open Battlefieldkille opened this issue 7 months ago • 1 comments

I had a map that I uploaded a while ago and I had this bug present in it, since its a big map, I thought I did something wrong but then I couldnt do anything to fix it. Big visleaf sections seem to just not render even when the FarZ is way past them. I decided to record/make a map to better debug this:

https://github.com/user-attachments/assets/684bb738-8d89-4a72-97cc-22a8430be681

^ This video shows the problem, the env_fog_controller itself just has fog start/end set to 10000 to make it easier to see FarZ which is set to 2000.

https://github.com/user-attachments/assets/8f4db745-cfe7-4453-af12-cbd43837d38e

^ This video shows that there is a workaround to this, fog start/end remain the same while the FarZ is set to -1, if we then use console to fire ent_fire fog SetFarZ 2000, it works correctly which confuses me why the normal method has issues.

farzfog.zip ^ The map itself was divided into a bunch of 1024x1024x1024 chess patterns with orange/gray dev textures for easier visibility. Consistent on other branches. Protocol version 24 Exe version 2025.03.26 (garrysmod) Exe build: 17:44:32 Mar 28 2025 (9638) (4000) GMod version 2025.03.28, branch: unknown, multicore: 0 Windows 32bit

Battlefieldkille avatar Apr 23 '25 19:04 Battlefieldkille

From 2 seconds looking into this, the FarZ option in Env_fog_controller also affects how VVIS splits the map. It basically acts same as -radius_override command line option for VVIS.

I don't think there's really anything to be done about this.

robotboy655 avatar Apr 24 '25 16:04 robotboy655