massimilianogoi on 16/6/2008 at 03:44
Any hints??
Judith on 16/6/2008 at 08:14
Not really, T3 actually sucks when it comes to frequently used particle effects, the performace drop would be substantial. Making "after the rain mission" shouldn't be a problem though: water puddles, wet textures - it's all possible.
str8g8 on 16/6/2008 at 11:31
The only way that I know of is to create a localised particle effect, for instance a new child object under FX/DrippingWater, called RainCloud (you would have to play withe the settings yourself) and then set up a RigidAttachment link from PlayerGarrett to RainCloud. It's kind of like a little raincloud that follows you round.
The tricky part comes if you want to go inside. In those cases you would have to set up volumes and scripts etc to turn RainCloud on and off.
massimilianogoi on 16/6/2008 at 12:08
I thought we could do something similar with a multiple circular layers static mesh with the raindrop as skin and after started in a fast texture pan (same effect as the river water)
Beleg Cúthalion on 16/6/2008 at 12:52
You mean static mesh surfaces every couple of meters with a sliding alpha texture? Not a bad idea...
Yesterday I tried to make snow flakes out of the leaves in str8g8's* Bridge and it was definitely the right way for a quiet romantic snowfall scenario. Anyway, I haven't used brute force yet, but are emitters really (and always) so performance-eating? My aetheric power collector consists of four sprite emitters, each blowing between ten and fifteen particles into the air plus a glowing orb in the middle and I still have good fps. So even two or three rain emitters per street (or whatever you're planning) shouldn't be too much for a little drizzle as long as the rest of it is built reasonably. ...I believe. :weird:
*When will we see your next work of art? :)
Ziemanskye on 16/6/2008 at 17:54
You could just attach the rain-textured smeshes to garrett's head.
There's a bug/depreciated feature of the Matinee stuff - you can pan the camera around with it (as long as you don't mind ripping G's head of while it's flying around), or you can attach things to G's head. In unreal that would be moving an object around instead of the camera, but it doesn't seem to work like that here. I can't remember if/how things rotate in that situation, because it was a while ago I did that experiment. Or of course you could try scripting things to attach the rain meshes to Garrett's root bone so it just moves with him or something.
As for the performance effects... Yes, it would hurt that much. Your collector may not hurt too much, but put two-three in a street, with some flaming torches or candles (or light shafts, or whatever) and it will slow performance - perhaps not for you, but for players on slower computers. And having enough rain to make it worth while is a lot of emitter, though I think someone did it (as an experiment) to the outside of the Cradle. Animated/panned Alpha-textures on smeshes occupying most of the screen would hurt quite a lot too though.
Beleg Cúthalion on 16/6/2008 at 19:28
That's why I spoke about a drizzle also. I mean, with water dripping down from roofs and a couple of emitters from time to time plus a decent sound schema (I think that's something we – I mean the Child of Karras – could help with) the illusion should be complete. Unless of course Massimiliano wants a rain storm.
massimilianogoi on 16/6/2008 at 23:08
Quote Posted by Beleg Cúthalion
You mean static mesh surfaces every couple of meters with a sliding alpha texture? Not a bad idea...
Yesterday I tried to make snow flakes out of the leaves in str8g8's*
Bridge and it was definitely the right way for a quiet romantic snowfall scenario. Anyway, I haven't used brute force yet, but are emitters really (and always) so performance-eating? My aetheric power collector consists of four sprite emitters, each blowing between ten and fifteen particles into the air plus a glowing orb in the middle and I still have good fps. So even two or three rain emitters per street (or whatever you're planning) shouldn't be too much for a little drizzle as long as the rest of it is built reasonably. ...I believe. :weird:
*When will we see your next work of art? :)
Hmmmm... not precisely :ebil:
I meaned of a SM formed by multiple cilinders, and linked to Garrett himself.
However, the problem, as said str8g8, is approaching covered zones.
massimilianogoi on 16/6/2008 at 23:15
Quote Posted by Beleg Cúthalion
That's why I spoke about a drizzle also. I mean, with water dripping down from roofs and a couple of emitters from time to time plus a decent sound schema (I think that's something we – I mean the Child of Karras – could help with) the illusion should be complete. Unless of course Massimiliano wants a rain storm.
My childs are as near as completed! :D
Let me get some tests, and I will put the packages online.
str8g8 on 17/6/2008 at 17:25
I don't know without testing, but I'd bet that cylinder smeshes with a panning texture would be a good very expensive - you're creating full screen overdraw transparency, all the time. Its the same problem when you look through a lot of vegetation.
In my opinion, the whole point of emitters and particles is that you don't have to do expensive fudges like this. Plus they will probably look better :)