Judith on 17/6/2008 at 19:34
Grass and bushes aren't that bad, but when your smesh with transparent texture stretches and overlaps across tens of thousands unreal units... This can't be good ;)
massimilianogoi on 18/6/2008 at 00:32
Ok, then we will see for another solution.
In truth, Judith, me too was not totally convinced about this SM play, maybe we could study some better use of emitters.
I am sure that a nice solution will be found.
Judith on 18/6/2008 at 07:53
Emmiters should be fine, actually you can assign almost any texture to be "emmited", even some raindrops with transparent background. Yet you'll have to make a separate texture package for it, doing it "the old way", i.e. the utx package instead of matlib file. I believe that Str8g8 will have something more to say about that. I used these packages only to generate something like this:
(
http://media.putfile.com/TDS---water-caustic-effect)
Oh, and maybe some panning/fading water texture effect, which is better than animating the mesh's skin, but I almost forgot how I did it ;)
str8g8 on 18/6/2008 at 12:54
Quote:
I am sure that a nice solution will be found.
I already posted the solution. If you don't understand the method, then I'd be happy to explain it further. The idea is to create an emitter that simulates a patch of rain, it doesn't need to be any bigger than about 10 square metres. Then attach it to Garrett, so the little patch of rain follows the player round. There is no need for new textures, as the dripping water particle used in the OMs work fine, this is why I advised you to start off with a child of this particle type - so some of the work has been done for you. You just need to change the radius of the emitter and increase the number of particles.
It will look ok, I've tried it, the only problem is turning it on and off as you go through tunnels etc, and also making your surfaces look wet, but this can be done if you want to badly enough, it will just take some time.
massimilianogoi on 18/6/2008 at 13:56
Quote Posted by str8g8
It will look ok, I've tried it, the only problem is turning it on and off as you go through tunnels etc...
This is the question!!
Flux on 18/6/2008 at 17:01
You'll need lots of volumes...
The script on each volume should be like "When I'm breached by player, toogle bOutofworld true/false on" and make a triggerscript link from the volumes to emitter. Since emitter's own on/off properties do not show up in "set property" action script, toggling it on and off with bOutofworld is the only way I know.
The trick is you might need two volumes at each door-threshold, depending on your level lay out, to make the transition from exteriors to interiors...to turn the rain on and off.
Bardic on 18/6/2008 at 17:02
That shouldn't be too hard. When you approach a doorway, have a volume that turns off the emitter attached to Garrett and turns on an emitter that sits outside the door. That way you won't get any rain falling inside the building or tunnel, and after Garrett enters he can look back and see the rain. It will hopefully be smooth enough that the player never sees the difference.
For a house, you would probably want it so that as Garrett approaches the door, his emitter would stop and emitters at the door and all the windows start. So as he walks around the house each window would have its own rain effect (the windows could also start and stop depending what room he is in and which windows he can see).
massimilianogoi on 19/6/2008 at 02:07
Quote Posted by Flux
You'll need lots of volumes...
The script on each volume should be like "When I'm breached by player, toogle bOutofworld true/false on" and make a triggerscript link from the volumes to emitter. Since emitter's own on/off properties do not show up in "set property" action script, toggling it on and off with bOutofworld is the only way I know.
The trick is you might need two volumes at each door-threshold, depending on your level lay out, to make the transition from exteriors to interiors...to turn the rain on and off.
Me too I thought this solution!
massimilianogoi on 19/6/2008 at 02:11
Quote Posted by Bardic
That shouldn't be too hard. When you approach a doorway, have a volume that turns off the emitter attached to Garrett and turns on an emitter that sits outside the door. That way you won't get any rain falling inside the building or tunnel, and after Garrett enters he can look back and see the rain. It will hopefully be smooth enough that the player never sees the difference.
For a house, you would probably want it so that as Garrett approaches the door, his emitter would stop and emitters at the door and all the windows start. So as he walks around the house each window would have its own rain effect (the windows could also start and stop depending what room he is in and which windows he can see).
Yeah! Nice! Anyway, I wanna try something indipendent to scripts with weak emitters to see what it happens, let me get the hands on my tower pc the next week. I'm impatient to restart working.