Ymochel on 11/7/2001 at 10:40
I tried making different room brushes for the water itself where the weather effects were turned off (like inside) but that doesn't seem to work. The snow simply falls until it reaches a solid.
In the Weather tutorial it is mentioned that this is tricky but possible to do, however, it doesn't say HOW this is done.
And as another question, if it's impossible to implement this, would you mind seeing the snow fall through the water and rather see it turned off altogether?
This is always an option but it adds a lot to the atmosphere IMO.
Thanks for any feedback...
Dark Arrow on 11/7/2001 at 14:38
I havent tried making weather...yet so I can't be 100% sure, but in Editors>Mission parameters>weather there is a setting that lets you set the rain length.
But in the weather tutorial
Quote:
Weather tutorial:
Rain doesn't hit the surface of water; it keeps going, even making splash effects when it finally hits something solid. Fixing this would be hard but we can do it if we need to.
So I don't know does my advice help you.
Dark Angel on 11/7/2001 at 15:18
They meant that they could fix the code, so that it would do this. We don't have the source code so theres nothing we can do about it.
Ymochel on 11/7/2001 at 18:26
Hmmmm ...
I want it to be snowy rain actually so I made the snowflakes fairly transparent. This way you don't really see them that well under water - but you do see them. Guess there's no way to fix this. I only hope people will forgive me for that. I can't give up on the water and I don't want to give up on the snow. It makes the level feel so much colder...
Thanks for the help :)
[ July 11, 2001: Message edited by: Ymochel ]
Keeper of Metal and Gold on 11/7/2001 at 18:31
Maybe there's some sort of trick whereyou can place a solid brush over the water, build the pathfinding and room database, then remove the solid brush and optimize. Just a wild guess, but this a similar thing you do to get AI to go on elevators, etc...
Ymochel on 11/7/2001 at 20:59
Hey that;s not a bad idea. It could work. Gotta check this.
But that would be a hell lot of work to do with all the water in my level ... :)
rob_beddall on 19/8/2002 at 16:31
hey!!
i ried the above method but i couldn't get it to work.
this was first posted over a year ago so i was wondering if anybody had found a way of doing it yet? (stopping the rain in the water?)
thanks for any feedback.
intruder on 19/11/2008 at 23:09
I'm sorry for bringing this very old thread back to the surface but I'm having the same problem.
It is an very important problem for me because the scenario in my mission is like the following:
- a huge ship graveyard on a shelf / reef with lots of wreckages
- it is a very stormy night, with rain and heavy winds
- there are wreckages down below on the seafloor as well as on the water surface getting caught on rocks
To make it short: the player has to visit the seafloor below him as well as the wreckages on the water surface.
But rain which ends on the seafloor and splash there looks very ridiculous.
I tried the following approach:
- created an "board_up" object, scaled the physical dimmensions until they fit the map size
- set Rendertype to "not rendered"
- did portalizing and went into game mode but the rain still goes into the water, it doesn't bump into the object
Can you modify this approach somehow that Garrett can swim through the object but rain "bumps" into it? Maybe some of the physical settings can do the trick :confused:
Melan on 20/11/2008 at 07:22
Couldn't particles do the trick, or would so many of them overload the engine?
Schwaa2 on 20/11/2008 at 17:15
Nope, objects don't block rain particles. The solid brush thing might work that Komag stated BUT it'll mess up the surface of the water 'cause you can't have solid and water in same spot.
You could put it slightly above the surface but then the water spalshes would be above the surface. (if it even works).
I doubt it because that's a pathfinding trick. Good for tricking AI but as soon as you remove that solid brsh and optimize it is gone even if pathfind says it's still there. I think the particles hit the terrain NOT the pathfind.