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TUT: Creating Rain + Snow + Fog in DarkPlaces

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  • #31
    Hello turtlevan,

    making your own progs.dat is not much work.
    Please let me try to help.
    You have this folder inside my zip file:
    "original Quake 1.06 source qc".
    Paste LordHavocs code into the end of "misc.qc".
    Copy/Paste the file "dpextensions.qc" (its in your Quake folder) into the folder:
    "original Quake 1.06 source qc".
    Last thing you have to do is edit the file:
    "progs.scr" (as described in 1st post).

    Thats it.
    Now simply compile it and you have the "progs.dat" you need
    Throw this little beauty into your ID1 folder.
    Start DP as usual.

    It would be nice of you if you suprise us with a little snowy or rainy clip.

    Kind regards,
    Seven

    PS: Anyhow I suggest using my "small mod compilation" because of all the other visual enhancements and the new features (like nail correction, beautiful torchlight sprite, footsteps, gibbing corpses, kicking gibs, ...).
    Nothing breathtaking, but a nice enrichment for your movie clips, isnt it ?
    Last edited by Seven; 04-24-2011, 02:04 PM.

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    • #32
      yes the mod you made is excellent seven. I like the kicking gibs and the gibbing corpses.

      I finally got the snow to work, but i wanted to use different glossy gibs made by the other great contributor here.

      I thought i had everything done, and then I got snow working with monsters and gibs, but when I played a demo back in darkplaces to record a movie with fraps to make a clip, the snow wasnt there. But when I just loaded the map and played it snow was there....

      I gave myself such a huge headache, that I said F it and went ahead and recorded a movie without snow.

      Seven thanks for showing everyone how to make the snow & rain. It proved to be too difficult for a newb like me. OH WEELLLL!!!!

      I'll get it working for next weekend. Its about time to rebuild my cluttered darkplaces folder anyway... I must have 75 pk3's and alternate folders in it.
      Originally posted by Magnus
      Apology accepted.

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      • #33
        hi Seven and turtlevan

        its not video just a quick gif of the snow so you can see how it looks through my configuration.

        dpsnow.gif
        Lord Havoc thanks for your mod and engine


        these effects really add to the atmosphere Seven...I hope you do more nice ent files for us


        regards

        Sean

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        • #34
          Snowballs chance in hell, now I have seen it all

          Ya, nice job guys....very informative. BTW, are those more or less like any other typical quake entity? Just curious if you can control the angle of fall ? Give the rain a slant for example, or write some code to vary the slant randomly to simulate clouds passing by? I know putting up rainclouds would be too much? Also, what about the sound of the rain, does DP generate that automatically?

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          • #35
            For the sound of rain - replace the soundtrack with rain sounds

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            • #36
              That is a nice idea. I was thinking recently about the Quake CD, now that you mention it. I had no clue it had music on it till I read somewhere it was a multi-mode type CD with music, but it was too late because I re-sold the entire box, cd and manual to an ebayer. But, yea, surprised no one really takes advantage of the fact the CD can hold music for their mods. Weather type events would be a good use of it. Can it hold sounds for the game too?

              Originally posted by OoPpEe View Post
              For the sound of rain - replace the soundtrack with rain sounds

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              • #37
                Using Darkplaces - you don't even need to use a CD - just need to pop a .ogg audio file.

                ex) .../quake/id1/sound/cdtracks/track002.ogg

                You can download the original Q1 soundtrack and mission packs here:
                http://www.quaddicted.com/filebase/hipnotic_music.zip <-- SoA (replace id1 with Rogue)
                http://www.quaddicted.com/filebase/rogue_music.zip <-- DoE (replace id1 with Hipnotic)
                http://www.quaddicted.com/filebase/quake_music.zip <-- Id1

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                • #38
                  Originally posted by Cobalt View Post
                  Just curious if you can control the angle of fall ? Give the rain a slant for example...
                  Hello Cobalt,

                  I included the angle control in my tutorial in post #1.
                  Here is the part of it (that you are looking for):
                  - Velocity = X / Y / Z (standard should be for rain: 0/0/-700 ; for snow: 0/0/-100 (sometimes you must use Z=-190 to spawn snowflakes !))
                  You can simulate wind as well, by using X or Y values other than 0.

                  Regarding your idea for rain sound:
                  Yes, I believe it can be done. Great suggestion by the way
                  Just a quick idea. Nothing tested. Call a sound inside the rain code (something like this):
                  Code:
                  sound (self, CHAN_VOICE, "misc/rain.wav", 0.6, ATTN_NORM);
                  Kind regards,
                  Seven

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                  • #39
                    IMO the best option to add the rain sound would be to make it a entity. The adding of sound is a awesome idea - but lets say you wanted to add rain to a room which had multiple holes in the roof (with no brushes on top) - I imagine you'd have to use multiple rain entities and that'd result in the rain being VERY loud.
                    A "sound" entity that you can make any size and just simply make it the size of the floor would likely work best. Although I haven't tested in making any of the entities but I do believe the above issue could be present by adding sounds to the rain spawner entity itself.

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                    • #40
                      Hi all..
                      Actually I have 2 questions..
                      1) How do I edit the .ent files? I have almost no coding knowledge, and as I understand I have to add the fog parameters to the .ent file to have permanent fog without binding a key..
                      2) Seven, are you gonna release the .ent files with rain for the other episodes?

                      Hope you can help me..
                      200 a�os de mi querido PARAGUAY
                      14/05/1811

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                      • #41
                        Hi Seven:

                        Yes, that sound call is one way to do it. Also as oopee says, you could get more mileage out of making it an entity. You could probably change that sound to the thunder clap and put it in rain_think....that way it will sound more closer to where the rain emanates from:

                        Code:
                        local float db;
                        db = rint ((random () * 3)); // random sound level
                        if (random() < 0.15) // 15% chance of a thunderclap
                        sound (self, CHAN_VOICE, "ambience/thunder1.wav", 0.6, db);
                        Since the rain seems to be a particle type effect, and not using entities, I dont think we have any access to the actual particles themselves, else we could assign a touch to them, and trigger a sound when it hits a solid.

                        One way would be to do tracelines from where the rain travels from, at the angle its falling from, and make a sound entity where it collides with a solid....but tracelines use alot of resources in general, although darkplaces might be able to do it no sweat now, I dont know. The other more logical approach would be a findradius command that more or less finds live players close to where the rain is falling , using some calculations, then creates a temporary entity that runs the same kind of sound code I show above, only its spawned at some differentiating origins near the player, then once the sound is finished, the entity does a remove (self).




                        Originally posted by Seven View Post
                        Regarding your idea for rain sound:
                        Yes, I believe it can be done. Great suggestion by the way
                        Just a quick idea. Nothing tested. Call a sound inside the rain code (something like this):
                        Code:
                        sound (self, CHAN_VOICE, "misc/rain.wav", 0.6, ATTN_NORM);
                        Kind regards,
                        Seven
                        Last edited by Cobalt; 04-28-2011, 10:45 PM. Reason: code boo boo

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                        • #42
                          Originally posted by daniocampo1992 View Post
                          I have 2 questions..
                          1) How do I edit the .ent files? I have almost no coding knowledge, and as I understand I have to add the fog parameters to the .ent file to have permanent fog without binding a key..
                          2) Seven, are you gonna release the .ent files with rain for the other episodes?
                          1.) I explained it in the 1st post. There are samples for every effect (fog, rain, snow).
                          Please read point 2d) and 3.) carefully.
                          When I speak about a "block" in the .ent files, I mean the code between
                          "{" (= start of the block) and
                          "}" (= end of te block)
                          After you created a .ent file (with sv_saveentfile), there are "hundreds" blocks inside already (defining things in the according map).
                          Use a text editor like notepad to open .ent files.

                          For fog:
                          You only extend the already existing 1st block
                          For rain / snow:
                          You will add complete blocks (generally always looking like the samples I gave in 1st post) directly after the 1st existing one.


                          2.) Yes, I am sure that I will make .ent files for more maps.
                          But time is not on my side. So I cannot say when.
                          Until then, fell free to release your .ent files in this thread as well.
                          Last edited by Seven; 04-29-2011, 10:16 AM. Reason: typo

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                          • #43
                            That's what I wanted to know, I need to use a text editor..
                            Thanks Seven! I'll be testing another fog colors, cos the default one increase brightness, and I like darkness.. xD
                            I'll see if I can release fog + rain .ent files for the whole 1st episode..
                            200 a�os de mi querido PARAGUAY
                            14/05/1811

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                            • #44
                              Dear all,

                              I am very happy to release my new build with beautiful rain sounds.

                              This "rain sound topic" (brought on the table by Cobalt), gave me a sleepless night... (and weird dreams)
                              I searched for free rain + thunder .wav sounds and struggled to find a way to implement them into LordHavocs rain code.
                              In the end it worked. Even better than I thought.
                              Please dont look at how I made it, you will laugh yourself silly...
                              Anyhow, here it is.

                              Unfortunately just 2 days after I released the V2.7.
                              Sorry for the trouble. Now we have a V2.71.

                              But its worth it, because the new rain sound gives much more atmosphere to the beautiful rain in DarkPlaces.

                              Please download the newest Version as usual: here (with included rain+thunder sounds).

                              Tell me how you like it.

                              Kind regards,
                              Seven

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                              • #45
                                Will def be checking this out.
                                Someone needs to make a alternate E1M7 lol
                                Lava is iced over with just a big hole in the ice for Chthon to come out. The water there would be "slime" but look like water and Chthon reskinned to be blue lmao.

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