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Snow and Rain
Posted: Fri Mar 03, 2006 12:25 pm
by DakkerDB
This may seem like a stupid question, but... how to add snow or rain to a map? I've tried searching the forums and I've searched the documentations, but I couldn't find anything. There's always the possibility that I missed something, but that's why I'm asking.
Posted: Fri Mar 03, 2006 12:45 pm
by OOM-9
Trying to figure that outmyself, I dun remember how I even did it in SWBF1
Posted: Fri Mar 03, 2006 12:46 pm
by Jawa_Killer
thats easy! look up in the old modding tool in the hoth FX file! its just an entry in the FX file nothing else!
Posted: Fri Mar 03, 2006 12:50 pm
by Teancum
Yeah, and for 'indoors' places you place regions to keep snow/rain from entering there. Can't remember what the region's properties are, though.
Posted: Fri Mar 03, 2006 1:30 pm
by DakkerDB
That's one of the problems... I don't have the old mod tools. I loved all your cool maps and mods for the first game, and I decided to try and mod for SWBF II.
Any further assistance with snow and rain would be appreciated.
Posted: Fri Mar 03, 2006 1:41 pm
by Dragonum
Teancum wrote:Yeah, and for 'indoors' places you place regions to keep snow/rain from entering there. Can't remember what the region's properties are, though.
i think it is rainshadow.
Posted: Fri Mar 03, 2006 2:10 pm
by Teancum
Indeed I think you're right.
@ DakkerDB -- which are you wanting? Rain or snow? I can get you the snippet you need from another FX file to copy into your own, but I need to know which one.
Posted: Fri Mar 03, 2006 2:27 pm
by DakkerDB
I'm trying to get snow. And thanks for the help, you guys are the best! ^_^
Posted: Fri Mar 03, 2006 3:01 pm
by Teancum
Okay... hopefully I can get it to you today, if not, it will be Sunday (I'm working all weekend).
Posted: Fri Mar 03, 2006 3:09 pm
by OOM-9
lol I need Rain for Kamino ^_^
Posted: Fri Mar 03, 2006 3:36 pm
by OOM-9
Code: Select all
Effect("ColorControl")
{
PS2()
{
Enable(1);
WorldBrightness(0.46);
WorldContrast(0.48);
WorldSaturation(0.65);
}
}
Effect("Wind")
{
Enable(1);
Velocity(1.0, 0.3);
VelocityRange(1.0);
VelocityChangeRate(0.1);
}
Effect("Precipitation")
{
Enable(1);
Type("Streaks");
Range(12.5);
Color(216, 220, 228);
VelocityRange(1.0);
ParticleDensityRange(0.0);
CameraCrossVelocityScale(0.2);
CameraAxialVelocityScale(1.0);
GroundEffect("com_sfx_rainsplash");
GroundEffectSpread(8);
PS2()
{
AlphaMinMax(0.8, 1.0);
ParticleSize(0.06);
ParticleDensity(80.0);
Velocity(8.0);
StreakLength(1.7);
GroundEffectsPerSec(7);
}
XBOX()
{
AlphaMinMax(0.2, 0.3);
ParticleSize(0.02);
ParticleDensity(256.0);
Velocity(9.0);
StreakLength(1.0);
GroundEffectsPerSec(15);
}
PC()
{
AlphaMinMax(0.3, 0.45);
ParticleSize(0.02);
ParticleDensity(256.0);
Velocity(9.0);
StreakLength(1.0);
GroundEffectsPerSec(15);
}
}
Effect("Lightning")
{
Enable(1);
Color(255, 255, 255);
SunlightFadeFactor(0.1);
SkyDomeDarkenFactor(0.4);
BrightnessMin(1.0);
FadeTime(0.2);
TimeBetweenFlashesMinMax(3.0, 5.0);
TimeBetweenSubFlashesMinMax(0.01, 0.5);
NumSubFlashesMinMax(2, 5);
HorizonAngleMinMax(30, 60);
SoundCrack("kam_amb_thunder");
SoundSubCrack("kam_amb_thundersub");
}
Effect("Water")
{
// general parameters
Tile(4.0,4.0);
MainTexture("kam1_water_2");
FoamTexture("kam1_water");
FoamTile(5.0,5.0);
// ocean parameters
OceanEnable(1);
WindDirection(0.2,1.0);
WindSpeed(25.0);
// water event parameters
WaterRingColor(148, 170, 192,255);
WaterWakeColor(192, 192, 192,255);
WaterSplashColor((192, 192, 192,255);
// PS2 parameters
PS2()
{
Velocity(0.01,0.05);
PhillipsConstant(0.00001);
PatchDivisions(16,16);
LODDecimation(2);
MinDiffuseColor(32, 40, 32, 255);
MaxDiffuseColor(128, 130, 128, 255);
BorderDiffuseColor(160, 160, 160, 255);
SpecularColor(192, 192, 192, 192);
SpeckleSpecularColor(160, 160, 160, 255);
SpeckleAmbientColor(75, 75, 75, 255);
SpeckleTextures("water_specles0", "water_specles1", "water_specles2", "water_specles3");
SpeckleTile(5.0, 5.0);
SpeckleBlendSpeed(4.0);
SpeckleScrollSpeed(0.0,0.0);
SpeckleCoordShift(10.0,10.0);
LightAzimAndElev(1.0,0.0);
}
XBOX()
{
Velocity(0.001,0.005);
PhillipsConstant(0.00001);
PatchDivisions(16,16);
LODDecimation(2);
}
PC()
{
Velocity(0.001,0.005);
PhillipsConstant(0.00001);
PatchDivisions(16,16);
LODDecimation(2);
}
}
LightningBolt("skybolt")
{
Texture("lightning");
Width(30.0);
FadeTime(0.5);
BreakDistance(20.0);
TextureSize(30.0);
SpreadFactor(20.0);
MaxBranches(2.0);
BranchFactor(0.5);
BranchSpreadFactor(8);
BranchLength(80.0);
InterpolationSpeed(0.4);
NumChildren(1);
ChildBreakDistance(15.0);
ChildTextureSize(8.0);
ChildWidth(1.0);
ChildSpreadFactor(10.0);
Color(255,255,255,255);
ChildColor(255,255,255,150);
}
Effect("Blur")
{
PC()
{
Enable(0);
Mode(1)
ConstantBlend(0.44)
DownSizeFactor(0.2500)
}
XBOX()
{
Enable(0);
Mode(1)
ConstantBlend(0.44)
DownSizeFactor(0.2500)
}
}
Effect("hdr")
{
Enable(1)
}
Here is the FX file of Kamino, it shows the rain variables, I think there is one for Mygeeto that has snow