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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Raining?
Can You make it rain water in the ini coding? or would this require Lua Scripting?
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Thu Oct 29, 2009 1:32 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Raining?
You can place a bunch of AEmitters at the top of the map if you want. It would be laggy though.
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Thu Oct 29, 2009 1:37 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Raining?
oh. Lets see, Might Work :/ Ill Give it a whirl.
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Thu Oct 29, 2009 1:40 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Raining?
Godly Descent did rain, and that was far from the laggy part of it. I barely noticed any lag myself.
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Thu Oct 29, 2009 2:34 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Raining?
Don't know if I'm right, but that could be done with a large MOSParticle sprite.
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Thu Oct 29, 2009 2:37 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Raining?
Hyperkultra wrote: Godly Descent did rain, and that was far from the laggy part of it. I barely noticed any lag myself. Well im kinda trying to implement this into a scene where it rains, not a craft the comes down in its awesome epicness (most epic craft evar) Could you like use Code: AddEffect = AEmitter PresetName = Rain AddEmmision = Material Material = Water Just wondering. (how would you actually add the other stuff?) Im not good wit Emmiters
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Thu Oct 29, 2009 2:51 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Raining?
Code: AddEffect = AEmitter PresetName = Rainmaker Mass = 1 HitsMOs = 0 GetsHitByMOs = 0 GlobalAccScalar = 0 AirResistance = 0.8 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 1 Depth = 0 BurstTriggered = 1 AddEmission = Emission EmittedParticle = MOPixrl CopyOf = [insert water MOPixel here] ParticlesPerMinute = 6000 BurstSize = 1 Spread = 3.14 MaxVelocity = 10 MinVelocity = 0 PushesEmitter = 0 EmissionEnabled = 1 EmissionsIgnoreThis = 0 BurstSize = 1 BurstScale = 1 BurstTriggered = 1 BurstSpacing = 500 EmissionDamage = 0 FlashOnlyOnBurst = 0
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Thu Oct 29, 2009 2:55 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Raining?
Oh Ok thanks man ur teh (i wrote teh on purpose) best, I look forward to the contest entries btw.
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Thu Oct 29, 2009 3:03 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Raining?
Some of them are quite cool, I assure you. You will have to make an MOPixel of water for that, I hope you understand. The emitter is set up to emit the particle, but you have to have the particle defined before it, and place it's PresetName in the emission definition.
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Thu Oct 29, 2009 3:07 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Raining?
well i decided to put sum sand instead so should it look like this? Code: AddEffect = MOPixel PresetName = SandGrains Mass = 0.25 RestThreshold = 500 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 220 G = 190 B = 128 Atom = Atom Material = Material CopyOf = Sand PresetName = SandP Shell = None FireVelocity = 15 ShellVelocity = 0 Separation = 8
AddEffect = AEmitter PresetName = SandStorm Mass = 1 HitsMOs = 0 GetsHitByMOs = 0 GlobalAccScalar = 0 AirResistance = 0.8 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 1 Depth = 0 BurstTriggered = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = SandGrains ParticlesPerMinute = 6000 BurstSize = 1 Spread = 3.14 MaxVelocity = 10 MinVelocity = 0 PushesEmitter = 0 EmissionEnabled = 1 EmissionsIgnoreThis = 0 Edit: Duh102's Code wrote: EmmitedParticle = MOPixrl CopyOf = {water preset name} Luckily i caught that
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Thu Oct 29, 2009 3:24 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Raining?
dragonxp wrote: Code: AddEffect = MOPixel PresetName = SandGrains Mass = 0.25 RestThreshold = 500 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 220 G = 190 B = 128 Atom = Atom Material = Material CopyOf = Sand TrailColor = Color R = 255 G = 0 B = 255 TrailLength = 0
AddEffect = AEmitter PresetName = SandStorm Mass = 1 HitsMOs = 0 GetsHitByMOs = 0 GlobalAccScalar = 0 AirResistance = 0.8 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 1 Depth = 0 BurstTriggered = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = SandGrains ParticlesPerMinute = 6000 BurstSize = 1 Spread = 3.14 MaxVelocity = 10 MinVelocity = 0 PushesEmitter = 0 EmissionEnabled = 1 EmissionsIgnoreThis = 0 Here you go.
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Thu Oct 29, 2009 3:28 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Raining?
Thnks alot, learning about AEmitter from this, maybe i can finally make glowing eyes and bullets with glows.
Edit: so i put this where? After the Background scene definitions right?
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Thu Oct 29, 2009 3:31 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Raining?
why has noone said "lord tim made a weathersystems thing that did rain fine" yet?
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Thu Oct 29, 2009 5:28 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Raining?
He wanted it without Lua.
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Thu Oct 29, 2009 5:36 am |
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