Snow - material and weather effects. - by Judith
Judith on 11/12/2008 at 09:59
Quote Posted by ShadowSneaker
Hey that looks great. Do you think you could write tutorials on making these new emitters?
SS
Sure, but if you want to learn more about emitters, you'll need to get through the official documentation, as they have a lot of properties you'll have to adjust during your experiments. First of all, take a look here:
(
http://udn.epicgames.com/Two/ParticleSystems.html)
This is a detailed description of all options available for emitters. But for now this will be more important for you:
(
http://udn.epicgames.com/Two/EmittersExamples.html)
As it's always easier to learn on particular examples. I used the snow example and then played with it a bit. The snowstorm was something different and required more adjustments, so I guess this is worth writing a separate tutorial ;)
Jtr7 - quite the contrary, it's 4 C right now but in the past we had quite harsh winters (-10 to -15 C), especially during January or February ;)
bukary on 11/12/2008 at 15:05
I guess Poles' aesthetical inclination will always be for winter. ;)
Great work, Judith!
ShadowSneaker on 11/12/2008 at 15:31
Thanks for the links. You said you turned collision off; does this mean your snow falls straight through objects then?
SS
Judith on 11/12/2008 at 15:34
Yes, it does fall through the ground, unfortunately.
ShadowSneaker on 11/12/2008 at 17:13
I've done the snow tutorial but whenever I load the map, the texture I choose is gone and the snow looks like these little white spinning squares. I tried the fountain water and smoke particle textures. It also takes a few seconds before the snow starts falling. Can you help with any of these problems please Judith?
Thanks,
SS
Judith on 11/12/2008 at 18:11
I guess that's because you tried to use texture from matlib library. For emitters you have to use textures created in the old way. Open the .utx package called Thief3Particles and choose something from there. I don't know what's the reason for the delay but Flesh has it's strange way in optimizing things. If the emitter is placed very high, you might need to take a look at it to trigger the particle spawning.
ShadowSneaker on 11/12/2008 at 19:37
I used a texture from the particles matlib, yeah. Originally I just added an emitter to the room and made it from there but I wanted a permanent snow emitter I could just open and drop in anytime so I remade it in the actor browser but it won't appear when I load up the mission. It's visible in T3Ed, though.
I'll go and look for this .utx thing....
SS
Caradavin on 14/12/2008 at 03:08
then I will be so excited about having enough time to do all this newfangled stuff. The snowstorm took my breath away! Nice stuff, Judith. I am a lazy Dromeder...scratch that, T3edder now I guess,...and I like things already being ready for me. This whole 3dmax, setting up emitters thing...? Hahahaha, that is like putting the universe in my hands and not knowing just how dangerous I can be (think "don't hit the big red button!")....However, I am very impressed. :thumb:
Judith on 14/12/2008 at 09:45
...from T3Eding, I'll try to make a package with all those textures and effects already in the gamesys, so all you'll have to do is place them in the map and tweak the settings a bit. There won't be any rope arrows, I guess, but maybe I finally manage to do something with this swimmable water :]
pwyll on 14/12/2008 at 23:53
Judith, you are AMAZING, you know!:thumb:
Don't retire of thief editing. Ever!
You are the MAN!
You should make Thief 4!
Talented and gifted - you are great!