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Daman
Joined: Fri Jan 26, 2007 3:22 am Posts: 1451
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Re: Lord Tim's WeatherSystems™
See now, it'd be much more worthwhile and seem like much less of a 5-second mod if it included all that stuff Numgun posted.
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Mon Nov 17, 2008 9:52 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Lord Tim's WeatherSystems™
Okay seriously, shut up. We get it. It's a WIP. It's not done yet.
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Tue Nov 18, 2008 12:16 am |
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Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
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Re: Lord Tim's WeatherSystems™
numgun wrote: Sounds pretty interesting but personally, I'd make those particles HitMOs = 0 and remove sharpness and increase mass on the water based weather. High mass prevents piling and no sharpness makes it look like water and not acid. Sand storms can have a little sharpness though.
In any case, I'd keep minor weather more as an aestetic effect/addon to the map rather than an interactive thing. This applies mostly to rain and clouds. Something that could be interactive however is lightning storms with electricity and the wind being the interactive things, but the rain as a something to show that player to be aware of the storm.
Also can we has wind control? : 3 (Either Lua based areas/zones or global gravity changing)
And how far is it possible to take this system?
-Can we have earthquakes? (powerful changes in gravity within a small period of time) -Can we have tornadoes that lift and spin actors and object and then chuck them away from the top? -Can we have hurricanes? (Powerful wind that blows away things on open land) -Can we have meteor showers? (That counts as nature imo. ehehee. Giant flaming MOSRotating raining down from the sky.) -Can we have plant growth? (Invisible seeds that fall from the sky that spawn plants/vegetation where they landed) I kind of like the HitsMOs as it is right now, because then you can have umbrellas or something. If it begins to get too laggy (maybe it already is on some older computer, please tell me) I'll turn it off. I'm still tweaking colors and amount of rain and stuff like that, so the aesthetic bits should get a lot better eventually. Lightning is definitely planned All of that other stuff is totally possible depending on how much code I want to write. I'll probably fix up the way I do probabilities right now, because it's bugging me, but you should be able to have all that stuff and be able to set how often certain things happen. I won't be working really hard on this until December. I just wanted to get the out for ideas and feedback, which I thank most of you for.
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Tue Nov 18, 2008 2:35 am |
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Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
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Re: Lord Tim's WeatherSystems™
for lightning are you planning on just a sprite, or random set ups? For a randomly generated lightning bolt you could use a single piece of blue white purple whatever line and then at randomly defined intervals fork or split into another piece at a random angle. hmm this would be really hard to do methinks... At least if you didn't want any crisscrossing inside the bolt.
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Tue Nov 18, 2008 4:27 am |
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Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
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Re: Lord Tim's WeatherSystems™
There are algorithms for such things. I've wanted to do a lightning algorithm for a while. It shall be a good coding experience.
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Tue Nov 18, 2008 5:11 am |
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Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
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Re: Lord Tim's WeatherSystems™
oh good! lightning would be totally tizzle
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Tue Nov 18, 2008 5:56 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Lord Tim's WeatherSystems™
A whole algorithm? o_O And I just though of a simple invisible MOPixel spam covered with a large lightning sprite. Damn Lua sounds amazing.
Pretty funny though, normally soldiers never use umbrellas on a battlefield because a simple rain (unless its a super deadly acid rain, but then they'd be using proper suits for that) doesnt stop a soldier from going on.
Umbrellas for machinimas or as a modded umbrella shield/weapon with offencive capabilities could be something interesting though.
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Tue Nov 18, 2008 9:57 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Lord Tim's WeatherSystems™
numgun wrote: Umbrellas for machinimas or as a modded umbrella shield/weapon with offencive capabilities could be something interesting though. Umbrellas would be the coolest improvised weapon ever, right under a broomstick. And I have DL'd this. I'll get back to you when tried.
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Tue Nov 18, 2008 11:17 pm |
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Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
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Re: Lord Tim's WeatherSystems™
Sword Umbrella or The Penguin's Poison gas missile umbrella. haha if someone mods that they get a gold coin.
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Tue Nov 18, 2008 11:50 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Lord Tim's WeatherSystems™
This is nice. You could totally fake cloud shadows, by making black particles that shoot down from the sky (faster than you can see) with no penetration and don't bounce and then disappear after a little while.
Though, with Lua their's probably a less hacky way.
This "Tim" character makes good stuff.
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Wed Nov 19, 2008 1:13 am |
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Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
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Re: Lord Tim's WeatherSystems™
zalo wrote: Though, with Lua their's probably a less hacky way. SceneMan:MovePointToGround(vector)
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Wed Nov 19, 2008 2:18 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Lord Tim's WeatherSystems™
can we have some decent shadowing code then? like, clouds that darken everything, and the code for making something just darken the surface of the ground? perhaps? if so, id love love love to see that implemented in that desert night one, just all over gamma reduction., maybe a spot of rain. ambient effects, go tim, go!
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Wed Nov 19, 2008 5:28 am |
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Daman
Joined: Fri Jan 26, 2007 3:22 am Posts: 1451
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Re: Lord Tim's WeatherSystems™
Geti wrote: can we have some decent shadowing code then? like, clouds that darken everything, and the code for making something just darken the surface of the ground? perhaps? if so, id love love love to see that implemented in that desert night one, just all over gamma reduction., maybe a spot of rain. ambient effects, go tim, go! Yes, all the tools necessary for creating a "shadowing" effect are there. As it was said before though, it's all depending on how much code LordTim wants to write. The entire screen flashing from lightning would be an interesting effect, especially when the lightning is random. Most of the other stuff tim's made generally has short, similar code. This would be a relatively bigger project. numgun wrote: A whole algorithm? o_O Yes. Not that much work. http://fisica.ciencias.uchile.cl/alejo/ ... node7.html
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Wed Nov 19, 2008 7:55 am |
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Woose1
Joined: Sat Nov 01, 2008 4:34 am Posts: 90
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Re: Lord Tim's WeatherSystems™
I want a tool that makes it rain metal apartment houses made out of tigers on fire filled with bees.
User warned for this post.
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Fri Nov 28, 2008 2:24 am |
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Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
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Re: Lord Tim's WeatherSystems™
uh oh, woose has infiltrated the Lua Scripting sub forum. Where will he get to next?! edit: sorry 'bout the empty post
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Fri Nov 28, 2008 7:12 am |
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