New precipitation code ?
by Billy L · in Torque Game Engine · 06/18/2004 (5:26 am) · 12 replies
Hi guys.
Need some answers
It was a nice change to the precipitation code but i must ask
why the stormfunctions got deleted .
Some really good things are missing now,atleast for me so back to the old one.
Need some answers
It was a nice change to the precipitation code but i must ask
why the stormfunctions got deleted .
Some really good things are missing now,atleast for me so back to the old one.
#2
06/18/2004 (8:14 am)
Isn't all the storm stuff in the Sky class?
#3
If im the only one that uses it,then you dont need to bother Chris.
I can change my code to suit my game.
06/18/2004 (8:20 am)
No Ben It was Stormfunctions in the old precipitation.If im the only one that uses it,then you dont need to bother Chris.
I can change my code to suit my game.
#4
06/18/2004 (8:48 am)
I also use it... I think it's a neat feature... what other game engine does it? Not one. I don't know where they were located either... so if you don't roll them back in, I'll have to check out an older torque and try to find them...
#5
I only think most of the people dont no how to use them.
Rain is rain but its real good when you can get moore or less raindrops controlled by the stormfunctions.
06/18/2004 (8:54 am)
All dynamic weather functions in torque are real good.I only think most of the people dont no how to use them.
Rain is rain but its real good when you can get moore or less raindrops controlled by the stormfunctions.
#6
06/18/2004 (9:02 am)
It sounds like you really need to write up a tutorial, Billy :)
#7
At the end of that thread is a random weather script I had written for T2, it mostly works for Torque, and parts that didn't just needed some small tweaks. But it should show most of the functions used for weather.
One caveat was that the Rain sound would tend to continue even when it wasn't raining.
06/18/2004 (9:35 am)
www.garagegames.com/mg/forums/result.thread.php?qt=9409At the end of that thread is a random weather script I had written for T2, it mostly works for Torque, and parts that didn't just needed some small tweaks. But it should show most of the functions used for weather.
One caveat was that the Rain sound would tend to continue even when it wasn't raining.
#8
Then the sound disapears to .
But im thinking of a volume change when it rain moore or less so the volume changes with number of drops.
06/18/2004 (9:41 am)
@Harald Its only to do add a audiohandle in precipitaion on remove .Then the sound disapears to .
But im thinking of a volume change when it rain moore or less so the volume changes with number of drops.
#9
06/18/2004 (11:05 am)
Ok, I'll take a look today. I also found a crash bug in it anyway. There's already a client side pref for adjusting the raindrop density for performance related issues. It'll be easy to be able to adjust the amount of rain on the fly server side as well.
#10
06/18/2004 (11:24 am)
Ok, you can now set the percentage of drops server side and it'll be updated on the clients. Do you need interpolation between the old percentage and new percentage or any other features?
#11
Imagine a level, you start out with slight overcast, low rumblings of thunder in the distance, as you run arount a light drizzle starts to fall, the clouds darken, soon you have a light rain, the thunder is occuring more often, lighting crashes in the distance, half way through the mission the rain is pouring down in buckets.. the lighting is striking the ground near where you are standing....
06/18/2004 (11:44 am)
Change over time would be a "Good Thing"Imagine a level, you start out with slight overcast, low rumblings of thunder in the distance, as you run arount a light drizzle starts to fall, the clouds darken, soon you have a light rain, the thunder is occuring more often, lighting crashes in the distance, half way through the mission the rain is pouring down in buckets.. the lighting is striking the ground near where you are standing....
#12
When a player can directly influence another player's game experience, now that is interactive persistence!
06/18/2004 (12:09 pm)
@Harold: (concept) Imagine even more in depth that players (through actions--spell, ability, whatever) can help to influence/control that weather!When a player can directly influence another player's game experience, now that is interactive persistence!
Torque Owner Chris \"Hobbiticus\" Weiland
http://www.garagegames.com/mg/forums/result.thread.php?qt=19272
And, you'll have to be a little more specific than "the storm functions" for me to help. I'm more than willing to add functionality that was there before, but I'd rather not add things that no one uses, so let me know exactly what you're missing and I'll see what I can do.