Snow - material and weather effects. - by Judith
clearing on 7/12/2008 at 13:21
Cool, Judith :eek:
Judith on 7/12/2008 at 19:10
Added the tutorial, also in a .doc file.
jtr7 on 8/12/2008 at 22:42
Pretty cool, man!:thumb: :thumb:
GlasWolf on 9/12/2008 at 02:48
Awesome! A breath steam emitter for NPCs should be fairly easy to do as well. Wonder if you could put one just below the camera as well - it would either be brilliant or annoying beyond belief. :)
Renzatic on 9/12/2008 at 03:04
That might be a better idea for 3rd person or for NPCs only. It'd be too distracting in FP.
Also, I have to comment on that sky. It looks absolutely amazing, and I'd love to know how you did it. Though to nitpick, I think it'd fit better as a spring storm rather than a heavy winter sky.
clearing on 9/12/2008 at 03:12
Excellent :eek:
Beleg Cúthalion on 9/12/2008 at 07:57
Yes, low thick clouds would be a better sky, but that was just a demo anyway. And it looked great. Just the cynical girl had no real winter's clothing. You should give her a hood or a chapka. The latter is one of the hats from the AI_parts section. :p (OK, not a real furry one, but better than nothing)
Judith on 9/12/2008 at 09:57
That's right guys, that's just the demo, I simply used the skybox I had in this map already ;)
As it goes for the sky, this is the texture:
(
http://farm4.static.flickr.com/3247/3094420439_a91185706d_o.jpg)
Inline Image:
http://farm4.static.flickr.com/3247/3094420439_4c4c88e7d3_m.jpgAs you see those are generated clouds, with some bluish tinting. This is a normalmap for it:
(
http://farm4.static.flickr.com/3061/3095295496_7fd7e8b389_o.jpg)
Inline Image:
http://farm4.static.flickr.com/3061/3095295496_7e50791ebf_m.jpgThat's right, those clouds are not transparent. Yet somehow the stars look as if they were behind the clouds :) Actually, this is a texture put into a spotlight:
(
http://farm4.static.flickr.com/3015/3094420447_09c0babf5d_o.jpg)
Inline Image:
http://farm4.static.flickr.com/3015/3094420447_bc9353e884_m.jpgBreath emitter shouldn't be that hard, we could attach it through the actor browser, both for Garrett and all the AI characters. Initially, its bOutOfWorld property could be set to true, so nobody don't uses it in the interior locations. Setting up the flag or global variable like ColdBreatVisible plus a script and a volume could make AI use this emitter only while walking outside, for example :)