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TUT: Creating Rain + Snow + Fog in DarkPlaces

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  • #76
    Sev,

    FC can be found on ModDB as well (since I crashed my own site and am in the process of rebuilding it, there are no other updates there), I put it there right before I pulled the plug on it. There's a lot of IRL things that would hold production right now, and of course working on DeathMatch Quaked: Source currently, which eats a majority of my free time.

    The guys at Inside3D really pulled together a few times when I couldn't figure something out (r00k I'm looking in your direction). The result were armor shards that worked flawlessly in Quake. When I shelved the project, I took the shard code and implemented it into DMQ for Half-Life, so that is something good that came out of it. A few of the new sounds also worked their way into DMQ:S. The AI changes to the monsters were a bit unusual, but it's not something that most people couldn't do with a bit of ingenuity (although I'm very happy with the exploding Fireknights and how DP handled their properties and appearance).

    I guess you've given me a lot to think about. I have really just considered porting all the material to another project, but it really is a lot of double work... I'm happy with a lot of DP's features, many of which really take some exploration / trial and error to work in a mod specific environment (it's a bit different doing things somewhere between partial conversion and full conversion). These are features that just don't exist in any other game engine for Quake (or at least all in one engine, anyway).

    At any rate, it's going to have to stay on a shelf until at least after DMQ:S betas are done and out. I just don't have the time for it at the moment. It's something I'll consider with fresh eyes after a bit of a break.

    Thanks again, Seven.

    Comment


    • #77
      Seven is right.

      The purpose of forums is to distribute the function of answering questions amongst several people and to detach it from an individual.

      It is not right nor fair to ask LordHavoc questions that can be answered in a forum.

      You should utilize Inside3d Forums :: Index to leverage people with DarkPlaces expertise without specifically bothering LordHavoc.

      First, because LordHavoc is not the only person who knows the "answers" and he is an exceptionally busy guy.

      Second, because specifically message LordHavoc with questions instead of asking in a forum provides answers to ONLY you, this is not a maximal knowledge sharing ratio.

      In summary, you should take advantage of asking questions @ Inside3d.com where knowledge of DarkPlaces features is far higher. It is a mere 2 minutes to register there and the contributors at Inside3D gladly share their knowledge.

      Do not place limits on yourself. Register at Inside3D.com and ask questions where detailed knowledge of DarkPlaces knowledge is abundant.
      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

      Comment


      • #78
        Originally posted by Baker View Post
        It is not right nor fair to ask LordHavoc questions that can be answered in a forum.
        Wait, it's not "fair"? It is when the questions revolve around specific use of code that are his, as well as releasing the mod either as a partial or full conversion with the question of whether or not it's possible to distribute parts of the engine with it - there were a lot of other questions as well, and if that information is left ambiguous or unexplained in documentation, then it needs a resolution that I can't get from anyone but him (preferably within a 4 or 5 month window). I have made that point, or at least thought I did. I'm not going to just ask random people in any forum for permission to use his property, any more than I can just ask random people on the street. How is that at all useful, Baker?

        Originally posted by Baker View Post
        Second, because specifically message LordHavoc with questions instead of asking in a forum provides answers to ONLY you, this is not a maximal knowledge sharing ratio.
        See above. I know the process and know well enough how fair use of code works. It's the distribution that I'm most concerned with. Now, If I get barked at for posting a screenshot of a weapon without having someone's permission (and haven't even released anything yet) as in that thread, ... then get equally barked at for anyone being able to answer a question about fair use (when I know perfectly well that's not the case) then this is all a very big waste of time and circle jerk. Again, it's unproductive.

        None of this matters as much as this: Not once did anyone even ask me about what was planned in a release... whether I was planning on sharing all the resources with documentation (I was). I don't see how that in any way drops the ratio.

        Comment


        • #79
          Originally posted by Spirit View Post
          It looks much much better than Telejano's. Ground fog would be cool though.
          Dear Spirit,

          I am sorry, I totally overlooked your post.
          Ground fog is possible as well.
          Just tried to make some quick screenshots for you.







          Viele Gr��e,
          Seven

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          • #80
            Please share how to do that

            Comment


            • #81
              the effect looks nice...thanks Seven

              Comment


              • #82
                Hello OoPpEe,

                the cvar for ground fog is:
                "autumn" "1"

                No seriously:
                You remember, the issue you had with the sky (that was no longer visible when enabling fog) ?
                It was the missing values for the complete fog command:
                fog : set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])
                And just these last values are the most important ones for ground fog.

                Only issue is:
                Fog is not declared in cubes (like rain) by default.
                So, if you enable fog, the fog is EVERYWHERE in the map.
                This also applies to ground fog of course.
                Mappers are sometimes lazy people. When they integrate a teleporter into their maps,
                the target area�s floor is sometimes lower/higher than the source area�s floor.
                So ground fog, that is all over the map will look wrong in some areas.

                I am searching for a way to have fog use the same "cube" command as rain does.
                In this way, you can set different fog in different map areas.
                This will lead to amazing possibilities:
                - different ground fog z-coordinates
                - different fog density/color in special map areas.
                - ...


                BEST map to use ground fog is E1M2 !! (even without the "cube" thing)

                What you want to do right now is:
                - start DarkPlaces and load E1M2
                - type in the console:
                fog 1 .3 .25 .2 1 20 2000 255 30
                And enjoy wonderful ground fog in the complete map !
                It is an amazing feeling when diving into the fog or walking out of it.
                This map has different "bridges" that leads over ground fog areas.
                Indescribable atmosphere/ambience !
                Optional you can of course use the rainy .ent file as well.

                I can only suggest to try it.

                Have fun,
                Seven


                PS: For the start map use:
                fog 1 .3 .25 .2 1 20 2000 20 30
                But be aware, that you have teleporters in this map (like mentioned above).


                PPS: Remember, you do NOT need the dpmod extension code to have fog in DarkPlaces.
                Fog (as well as ground fog of course) works with every DarkPlaces build.
                No extra weather code (like described in this thread) is necessary.
                Last edited by Seven; 05-07-2011, 02:46 AM.

                Comment


                • #83
                  i like your settings Seven


                  how about fog 1 .3 .25 .2 1 20 2000 370 for e1m2


                  this making the fog a bit higher.


                  im going to change my fog script to have maybe three levels for each color


                  regards


                  Sean

                  Comment


                  • #84
                    Thanks for your kind words Sean.

                    I can only do suggestions to give you a start to experiment with.
                    Fog is a personal liking thing.

                    Have fun in finding your own values.

                    Seven

                    Comment


                    • #85
                      e4m5

                      Look at this pic..


                      The stars reflections shines on the slime, but on the screenshot can't be seen very well..
                      I can't wait to see this with rain and fog effects..
                      200 a�os de mi querido PARAGUAY
                      14/05/1811

                      Comment


                      • #86
                        Hello daniocampo1992,

                        Yes, arent the new skies beautiful ?

                        Well, E4M5 is far away from Episode 2...
                        So this will take some time.
                        Feel free to try it by yourself.
                        If you follow the TUT step by step, even your children can do it.
                        I would be happy if you post the E4M5.ent file here.

                        At the moment I have half of Episode 2 done.
                        (but I wil not post the single .ent files seperately in advance)

                        Comment


                        • #87
                          e4m5

                          As Seven said, it's not so hard, just take some time..

                          Here are the .ent files for e4m5, rainy or snowy, with different fog parameters for each one, so just change or delete them if you don't like the fog..

                          Hope you can try it and tell me if it's good or not..
                          (Remember, this is my first attempt for making .ent files)

                          Screenshots:
                          Rain


                          Snow
                          Last edited by DaniOcampo1992; 05-08-2011, 12:44 PM. Reason: new screenshots
                          200 a�os de mi querido PARAGUAY
                          14/05/1811

                          Comment


                          • #88
                            YES daniocampo1992

                            Very nice !
                            You were lucky, because this map has only one sky area
                            Now you are experienced enough to make a map with slighlty more sky areas.

                            Only suggestions I want to give you (if I may):
                            - Your snow can fall even slower (try -100 instead of -190)
                            - Quantitiy "count" of snow can be raised to 25 (instead of 17). But its just a personal liking thing of course
                            - The z-coordinate (top of cube) should be around 20 higher than the one you really measure (see my TUT). Reason: The player has the feeling that the rain is really coming from the sky. So you can use a value of 290 (but not more).

                            Looking forward to see more maps from you

                            Seven

                            Comment


                            • #89
                              Thanks Seven!
                              -Yes, I forgot to slow down the snow to -100.. Sorry about that.. ^_^'
                              -I'll try your "count" parameter..
                              -I already tried to increase the z-coordinate but there were no snow nor rain, I'm gonna check it again..

                              I'll try to make more .ent files soon, but I have examns on the university for now, so I'll be a little busy..

                              I have a question Seven, how can I make red opaque rain? (like blood for hellish maps )
                              200 a�os de mi querido PARAGUAY
                              14/05/1811

                              Comment


                              • #90
                                Originally posted by daniocampo1992 View Post
                                Thanks Seven!
                                How can I make red opaque rain? (like blood for hellish maps )
                                The "cnt" value is your friend
                                (try value 75�5)

                                I experimented a little with ground fog and rain to get the best HELLISH start map I could...

                                Attached is the .ent file for your convenience. (including fog)
                                Seven

                                PS: Depending on your in-game gamma, color and brightness settings, visual may differ.





                                Attached Files
                                Last edited by Seven; 05-09-2011, 02:20 PM.

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