The Rainmaker - TGB WIP
by Simon Love · 07/31/2007 (5:09 pm) · 1 comments
Greetings to everyone,
The Rainmaker is just something I have been working on today, and I think it shows great promise.
Who knows, it might even inspire someone out there!
In short, what I have devised is a TGB Weather Object.
Inside its OnLevelLoaded function, it is initialized and creates its own tools : The rain object particle emitter, the wind object and the thunder/lightning object.
I have not really begun work on the wind and thunder objects, yet, as my efforts have been spent on implementing simple script 'states' that define the rain effect.
What is cool is the morphing from one state to another.
With this object, all you have to do is specify the target effect to imitate, and via a really simple schedule function, the current rain effect slowly morphs to the a heavier rain effect.
The trick is just to load the target emitter in memory (loadeffect), but not display it (playemitter).
Then, simply tag all the graphs that you want to include in the morph, and let it go.
This method works really well, too, as it allows me to work on several target effects in the TGB editor, and then simply hook them into the system. Hassle-free weather effects!
Not too exciting, yet I have included the obligatory screenshot right here!

More on this, as it develops.
Simon "Captain Love" Lamoureux
www.brokentoysoftware.net
The Rainmaker is just something I have been working on today, and I think it shows great promise.
Who knows, it might even inspire someone out there!
In short, what I have devised is a TGB Weather Object.
Inside its OnLevelLoaded function, it is initialized and creates its own tools : The rain object particle emitter, the wind object and the thunder/lightning object.
I have not really begun work on the wind and thunder objects, yet, as my efforts have been spent on implementing simple script 'states' that define the rain effect.
What is cool is the morphing from one state to another.
With this object, all you have to do is specify the target effect to imitate, and via a really simple schedule function, the current rain effect slowly morphs to the a heavier rain effect.
The trick is just to load the target emitter in memory (loadeffect), but not display it (playemitter).
Then, simply tag all the graphs that you want to include in the morph, and let it go.
This method works really well, too, as it allows me to work on several target effects in the TGB editor, and then simply hook them into the system. Hassle-free weather effects!
Not too exciting, yet I have included the obligatory screenshot right here!

More on this, as it develops.
Simon "Captain Love" Lamoureux
www.brokentoysoftware.net
About the author
Torque Owner Simon Love