Non-planar atmospheric fog does not use a fog tag, and is instead controlled by the sky tag.
Due to a renderer regression, the screen layers effect of these tags does not render on H1CE or H1PC, nor does it draw over the skybox unless atmosphere dominant is set. This tag renders correctly in H1X and H1A.
As of MCC season 7, there is a new issue where fog does not render at the right density over models and causes them to stand out especially in areas of high fog density.
Scales how dense the fog is at its opaque distance and depth, where
The distance from the player where the fog reaches its maximum density. This value must not be negative or zero (causes a crash in pre-H1A versions).
The distance from the fog plane where the fog reaches its maximum density. This value must not be negative or zero (causes a crash in pre-H1A versions).
|distance to water plane|
|start distance from fog plane|
|screen layers color|
Sets the colour of the screen layer volumetrics particles. Note that this effect only works in H1X and H1A.
RGB Color with alpha, with 8-bit color depth per channel (0-255)
Scales the parallax movement of the fog screen layer during strafing.
|wind acceleration weight|
|wind perpendicular weight|
Overrides the background sound of the cluster while under the fog plane. This is used for underwater areas.
Overrides the sound environment of the cluster while under the fog plane. This is used for underwater areas.
Thanks to the following individuals for their research or contributions to this topic:
- Jakey (Known fog issues in S7 MCC)
- Kavawuvi (Invader tag definitions)
- MosesOfEgypt (Tag structure research)