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Raining? http://45.55.195.193/viewtopic.php?f=8&t=16989 |
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Author: | dragonxp [ Thu Oct 29, 2009 1:32 am ] |
Post subject: | Raining? |
Can You make it rain water in the ini coding? or would this require Lua Scripting? |
Author: | Duh102 [ Thu Oct 29, 2009 1:37 am ] |
Post subject: | Re: Raining? |
You can place a bunch of AEmitters at the top of the map if you want. It would be laggy though. |
Author: | dragonxp [ Thu Oct 29, 2009 1:40 am ] |
Post subject: | Re: Raining? |
oh. Lets see, Might Work :/ Ill Give it a whirl. |
Author: | TorrentHKU [ Thu Oct 29, 2009 2:34 am ] |
Post subject: | Re: Raining? |
Godly Descent did rain, and that was far from the laggy part of it. I barely noticed any lag myself. |
Author: | Duh102 [ Thu Oct 29, 2009 2:37 am ] |
Post subject: | Re: Raining? |
Don't know if I'm right, but that could be done with a large MOSParticle sprite. |
Author: | dragonxp [ Thu Oct 29, 2009 2:51 am ] |
Post subject: | 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 |
Author: | Duh102 [ Thu Oct 29, 2009 2:55 am ] |
Post subject: | 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 |
Author: | dragonxp [ Thu Oct 29, 2009 3:03 am ] |
Post subject: | Re: Raining? |
Oh Ok thanks man ur teh (i wrote teh on purpose) best, I look forward to the contest entries btw. |
Author: | Duh102 [ Thu Oct 29, 2009 3:07 am ] |
Post subject: | 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. |
Author: | dragonxp [ Thu Oct 29, 2009 3:24 am ] |
Post subject: | 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 |
Author: | Duh102 [ Thu Oct 29, 2009 3:28 am ] |
Post subject: | 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. |
Author: | dragonxp [ Thu Oct 29, 2009 3:31 am ] |
Post subject: | 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? |
Author: | Geti [ Thu Oct 29, 2009 5:28 am ] |
Post subject: | Re: Raining? |
why has noone said "lord tim made a weathersystems thing that did rain fine" yet? |
Author: | Duh102 [ Thu Oct 29, 2009 5:36 am ] |
Post subject: | Re: Raining? |
He wanted it without Lua. |
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