Is it possible to script weather effects to occur inside a mine?
Or does that only work on terrain?
Weather Effects Indoors?
- Jon the Great
- DBB Captain
- Posts: 538
- Joined: Fri Nov 28, 2003 3:01 am
- Location: California
The Dol Ammad level (the snow one) has the quirk Spaceboy speaks of. The outside of the level is snowing, but the moment you drop inside, the snow visibly stops.
What might be a possible solution is to flag the rooms as External in the Room Properties menu. Course then, you'd have the risk of the weather falling through the walls.
Since I think Descent 3 has animated UV scrolling textures with speed adjustment, what might be another option is to "fake" the weather. Unreal Tournament does this pretty well. Create a series of very tall faces in the shape of an asterisk (*) and position them liberally around your level. Then, plaster a custom rain or snow texture on there and have them scroll.
What might be a possible solution is to flag the rooms as External in the Room Properties menu. Course then, you'd have the risk of the weather falling through the walls.
Since I think Descent 3 has animated UV scrolling textures with speed adjustment, what might be another option is to "fake" the weather. Unreal Tournament does this pretty well. Create a series of very tall faces in the shape of an asterisk (*) and position them liberally around your level. Then, plaster a custom rain or snow texture on there and have them scroll.
- Interceptor6
- DBB Ace
- Posts: 138
- Joined: Sat Mar 01, 2003 3:01 am
- Location: baton rouge, LA, USA
Yeah, weather effects will only work in outdoor areas or 'external' rooms. However, like Sol mentioned, the weather will indeeed fall through all walls and ceilings since the particles are not real objects.
Uhh the only problem about the tall faces method, is they would have to checked as fly through in the gam, and also making a heavy snow/rain effect that way will take up a lot of faces and do some serious damage to the framerate. So be careful trying that one in D3.
Uhh the only problem about the tall faces method, is they would have to checked as fly through in the gam, and also making a heavy snow/rain effect that way will take up a lot of faces and do some serious damage to the framerate. So be careful trying that one in D3.
Not at all.
First, if you look again at what I said, I said a "series" of faces, not just one. To make a six-point asterisk configuration, you'd need to have just three faces sharing a common center. That's not very much.
Now, granted, the effectiveness of this trick depends on how much terrain you need to cover with rain. The concept for this visual cheat came from Unreal Tournament. The trick is used repeatedly for flame torches and rain in that game, but you wouldn't want to use it to have rain throughout an entire level. However, if rain outside a window or outside a building is all you need or even just in one particular room, it's more than sufficient.
First, if you look again at what I said, I said a "series" of faces, not just one. To make a six-point asterisk configuration, you'd need to have just three faces sharing a common center. That's not very much.
Now, granted, the effectiveness of this trick depends on how much terrain you need to cover with rain. The concept for this visual cheat came from Unreal Tournament. The trick is used repeatedly for flame torches and rain in that game, but you wouldn't want to use it to have rain throughout an entire level. However, if rain outside a window or outside a building is all you need or even just in one particular room, it's more than sufficient.
- Liquid Fire
- DBB Ace
- Posts: 403
- Joined: Wed Oct 15, 2003 2:01 am
- Location: Los Gatos, CA, USA
- Contact:
- Jon the Great
- DBB Captain
- Posts: 538
- Joined: Fri Nov 28, 2003 3:01 am
- Location: California