rujuro on 18/3/2005 at 01:51
hehe :p , well, since I was just making guesses based on things that have worked for me attaching emitters to things that Garrett holds, I'm not sure that I can offer an actual step by step. I'll see if I can get something to work later.
Bumbleson on 26/3/2005 at 18:34
Well, I've mastered particle attachment now (I simply had to save the gamesys), but when I put a rain cloud above Garrett, the raindrops look good only in well lit areas. In unlit areas the particles are very bright and I can barely see the surroundings. I think there's something wrong with alpha blending or something like that, but I can't figure out what to change. I'd like to have mostly transparent drops with a slight blue tint. They should be almost invisible in the dark.
Currently I've created the rain effect as a child of DrippingWater in the emitter fx section in the actor class browser, so it's using most of its parent's properties for now. Which of them do I have to change to get the color right?
EDIT:
Here are two screenshots from a test level:
Rain in a brightly lit room (light brightness 100):
(
http://img167.exs.cx/my.php?loc=img167&image=rainbright6ag.jpg)
Inline Image:
http://img167.exs.cx/img167/6397/rainbright6ag.th.jpgSame location and view, but light brightness = 10
(
http://img167.exs.cx/my.php?loc=img167&image=raindark7vy.jpg)
Inline Image:
http://img167.exs.cx/img167/3053/raindark7vy.th.jpg
OrbWeaver on 26/3/2005 at 21:23
It may well be that you cannot solve this through properties alone, as particle effects are probably unaffected by lighting (otherwise the rendering would be incredibly slow).
There might be some hack you can use, like using a script to change the particles' colour based on current location, but it might be a lot of work to use in a large level.
S_Hole on 27/3/2005 at 01:46
how about make them 50% grey and almost transparent
rain in the real world is practically invisible until it hits the ground
so, if possible, spawning a few particles or a 'splat' circle there would make more sense
i think i made max payne do this.. i loved how powerful the particle systems with it were
i even made all the bullet holes leak water
str8g8 on 5/7/2005 at 12:01
Bumbleson: Did you get your rain working in the end? Either way can you post a how-to, it would save me a lot of pain!
cheers
str8g8
Bumbleson on 5/7/2005 at 23:04
Honestly, that was long ago and I don't remember most of what I did. :rolleyes:
But I still have the gamesys file that contains all the changes. I could mail it to you, but analyzing the changes would be up to you. If you use the gamesys, Garrett has a rain emitter attached to him wherever he goes. The offset of the emitter was adjusted for the Cradle mission, so it could be wrong (i.e. outside of the world) in smaller missions.
The changes are (as far as I remember): a new child object under FX/DrippingWater, called RainCloud and a RigidAttachment link from PlayerGarrett to RainCloud. The rain parameters are all in the emitter section of RainCloud.
If your email address is still correct and you give me the OK, I'll send it to you (size is 2 MB).
str8g8 on 6/7/2005 at 07:53
Yes please send it! That would be great :thumb:
cheers
str8g8
Bumbleson on 6/7/2005 at 23:03
You have mail.
By the way, if you find a way to make the raindrops invisible in the dark, please tell me.