Page 4 of 7

Re: DM-Time Travel (Map)

Posted: Sat Jan 23, 2010 4:19 pm
by Nelsoncarmo26
the problem with this is that i'm not using a XWeatherEffect.
i'm just usin a rain emitter found on xemitters.

I tried to use a XWeatherEffect, but don't know how.
Nothing appears on screen. I changed it to rain, but got nothing...

Maybe that's why it's not working.
should i use a XWeatherEffect instead of the emitter?

EDIT:
I have to use a skin on the xWeathereffect for the rain to be rendered, don't I?
What's a good skin for it?

EDIT EDIT: I can't do this, so I just leave the xrain emitter as it is, and deleted the ones right on top of the castle, so it doesn't look like it's raining in there.

Re: DM-Time Travel (Map)

Posted: Sat Jan 23, 2010 7:06 pm
by Nelsoncarmo26
Thanks for the help Ant,
I did go through those texture packs, plus a lot more of the texture packs... in fact I think I went through most... if not all the texture packs, and could not find a suitable semi transparent water texture for the river in Autumn.

So I settled for one that is blue and kind'a just swings from side to side.
I also changed the settings to 4 tiles U and V.

As for the Anti-Rain Volume, I couldn't do it since I'm using emitters instead; So I just removed the emitters that were right on top of the castle, so it doesn't look like it's raining in there.

Other than that, everything is done, plus some other small adjustments.
[s]So, hopefully that's it for this one, and downlod here:
http://www.filefront.com/15412931/DM-Ti ... el-V4.zip/[/s]

Version 4-B now available.
Scroll down to download.

Re: DM-Time Travel (Map)

Posted: Sun Jan 24, 2010 3:11 pm
by Dynadin
xWeatherEffect can be your best friend (also I beleive will cause less lag than however many emitters you are using). To get rain to appear it is basically 'retexturing' the emitter. In the display tab, go to skins and add a new one ... set a texture for the one you have selected and it will fall from the sky. The hard bit is finding an appropriate one. Best one I would say is. Package: EmitterTextures. Group: MultiFrame. Name: RainFB. If you want to see what it looks like visit CTF-DE-ElecFields. What Ant was saying set the XWeatherEffect to NoRain isn't actually needed. Just changing the Tag of the volume xWeatherEffect will work just as well. As for the water I have problems with finding good textures as well. Maybe Ant can be kind enough to post some .utx files online for people to download?

Re: DM-Time Travel (Map)

Posted: Mon Jan 25, 2010 2:13 am
by DW_Ant
Try EpicParticles
or
EmitterTextures

Since xWeatherFX doesn't automatically convert black backgrounds to transparent, you'll need to pick a texture that automatically has an alpha channel.

Re: DM-Time Travel (Map)

Posted: Mon Jan 25, 2010 7:23 am
by Nelsoncarmo26
Ok, thanks for that... will do that.

What about snow?
Is it on same pack?

I have another problem with that.
The rain falls in all my maps... for summer and spring I can allways use the same xemitter thing in the tag, so it doesnt render there. Will that work?

But what do I do to have rain in autumn and snow in the winter using the xweathereffect?

I can't exactelly have the one emitter produce two different types of sprites in differents areas.

Ant, how did you get the rain to look so realistic in that map of yours, the military base one that's on the server?

EDIT:
you know what... to hell with it.
i found an happy medium, where it looks like both rain and snow, whichever way you look at it, so I'll just use the same one for both rain and snow in autumn and winter.

Will be uploading soon.

Re: DM-Time Travel (Map)

Posted: Mon Jan 25, 2010 9:47 am
by Nelsoncarmo26
ok, so I finally got to grips with the XWeatherEffect.

Added 1 XWeatherEffect actor and use the same one for both autumn and Winter, since it looks like both, whichever way you look at it.

If you're in Europe, and the rain sound in the backround playing will make you look at it like rain.
When you're in winter and all the snow around, makes it look like snow.
A nice neat eye misleading trick.

Deleted all the other Xrain emitters, since they are not needed, and helps game speed a lot.

Re: DM-Time Travel (Map)

Posted: Mon Jan 25, 2010 11:31 am
by Dynadin
I know you are not going to do this but for future there are two ways to limit rain / snow. You can set the area in which it falls or you can be really lazy like me and just place a block where you don't want it to fall, like that of a building but on a larger scale. I have the nasty habit of getting bored trying to get values right.

Re: DM-Time Travel (Map)

Posted: Wed Jan 27, 2010 6:12 pm
by Nelsoncarmo26
Thanks Dynadin, I might have a go at that...
What do you say the option was?

Re: DM-Time Travel (Map)

Posted: Thu Jan 28, 2010 10:17 am
by Dynadin
Nelsoncarmo26 wrote:Thanks Dynadin, I might have a go at that...
What do you say the option was?
Well. I have trouble setting up two xWeatherEffect. I'm not sure if you can have two running, but I'm sure I can't on mine. BUT. If you want your rain/snow to not fall in certain areas just put a huge box over it like you would that of a building and it will stop falling (after setting the tag as xWeatherEffect of course). I would help you get the rain looking more rain like but, as it is supposed to be rain / snow it works just fine. Let just call it sleet, that'll fit both cold and warmer climes.

Re: DM-Time Travel (Map)

Posted: Thu Jan 28, 2010 2:34 pm
by Nelsoncarmo26
Yes indeed.
It looks fine the way it is...