Weather Effects

DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
<div class="IPBDescription">Think Aztec</div> The CS map Aztec has an amazing rain effect, I don't know how he did it. He has low_wpoly, no-lag, good looking, all over the map, rain. How did he do this or how could I do this? (Specifically I actually want "snow" not "rain" but it's close enough I figure.)

Thanks,

~ DarkATi

Comments

  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    hmm, I think I have seen a command somewhere that said cl_weather 1 and it was CS related. So chances are good that it is a CS feature that would have to be implemented into NS first. I don't play CS so I don't know, but the other Valve mod, DoD, has all over the map rain/snow too with collision checks. It is a particle system added in the latest version of DoD. Pretty nice, but CPU consuming on the client machine.
    But Flayra's 1.0 particle system could already do it quite nice too. All you have to to is bind the generation origin of a particle system to an entity brush over your map and set the speed to a bit of xy (for wind) and a negative z value. But remember that entities disapear in the distance so you'll need a few of them to cover a big area. And that is good, because you would else have trillions of rain sprites visible at a time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--NerdIII+Oct 17 2003, 12:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Oct 17 2003, 12:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmm, I think I have seen a command somewhere that said cl_weather 1 and it was CS related. So chances are good that it is a CS feature that would have to be implemented into NS first. I don't play CS so I don't know, but the other Valve mod, DoD, has all over the map rain/snow too with collision checks. It is a particle system added in the latest version of DoD. Pretty nice, but CPU consuming on the client machine.
    But Flayra's 1.0 particle system could already do it quite nice too. All you have to to is bind the generation origin of a particle system to an entity brush over your map and set the speed to a bit of xy (for wind) and a negative z value. But remember that entities disapear in the distance so you'll need a few of them to cover a big area. And that is good, because you would else have trillions of rain sprites visible at a time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Just the answer I was looking for, I'll play with the particles system, I sure wish Flayra would implent a weather thing in NS like CS though.

    Thanks again Nerd.

    ~ DarkATi
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Ask flay nicely and he might implement a PS that you can link to the player's location, allowing you to have realistic but less-laggy rain as you can limit the distance it renders from the player <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Billy_SilverfishBilly_Silverfish Join Date: 2003-04-20 Member: 15688Members
    ns_rampage has a very nice snow effect done with the particle system, if you want an example to look at.
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    Rain effects can easily be made with the NS-PS, just think of Atmopsheric Processing on ns_bast.
    The resaon why there is no function for "wide area rain" might be, that NS is not supposed to play on large outside areas as stated in the mapping guidelines.
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