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Red Faction : [RED] Editing : RED...Rain? How? |
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KILLER  |
Posted 22nd Sep 2007 9:50am |
Post 363 / 1723
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I would like to put rain in a map, like a drizzle to heavy rain. I tried using a particle emitter, but not only could I not get it to look like a drizzle of rain, but I couldn't get it all over my level without being extremely inefficient. Is that the only way? If so, how do i go about doing it without lagging the level down and how do I make it look like a drizzle. If not, then how else could I do it?
Thanks ahead of time,
KILLER |
P.L.U.R.Peace-Love-Unity-Respect |
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Ghostkid |
Posted 22nd Sep 2007 9:54am |  |
Invisible Kid L4Y Member Post 1101 / 2212
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It Will allways lag. try looking at the map RF_MANOR by Mad Ferrit, HE used rain in there and lightning, wich was pretty awesome |
Xbox 360 Gamertag: Firefist1
Xfire: Ghostkid1 |
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RED-FROG |
Posted 22nd Sep 2007 10:02am |  |
L4Y Resident Post 1931 / 5258
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The texture for the particles should already include multiple raindrops, not just one raindrop per particle. (1 particle sprite texture that looks like 100 raindrops for example)
sidenote: The best way would be a VFX files which includes a VParticle emitter. But as you know you have to replace other vfx files or make a mod for it. |
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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KILLER  |
Posted 22nd Sep 2007 10:13am |
Post 364 / 1723
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The only thing I see is like waterdrop.tga or something like that, nothing that has multiple particles.
I looked at that RF_MANOR, and damn, he used a LOT of particle emitters for just a 10m hole.
VFX files? Ummmm, not sure what that is Mod making I KNOW I won't do. but replacing VFX files (if it isn't too difficult/a hassle) might be the way to go. My map is a decent sized map, so 100s of particle emitters isn't a bright idea; pretty sure frame rate would PLUMMET! |
P.L.U.R.Peace-Love-Unity-Respect |
Modified Sep 22nd, 10:15am by KILLER |
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Lace  |
Posted 22nd Sep 2007 4:22pm |
Post 709 / 1216
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Check out DM - Autumn by jan_the_mean, I htink it has some rain in it. |
A common mistake people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools. |
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Morgoth |
Posted 22nd Sep 2007 4:48pm |
L4Y Member Post 125 / 393
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You have also animated VBM texture that can do the jOb, you will not need a mod to work. If you really want another old method to put rain without using particle emitter, you can try to grid your level with Face Brush with No Player Collide flag (will need to cut your mover in RF to fix alpha channel)
Morgoth |
Red Faction - Xmod Home Page Mod DB Thanks to visit |
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RED-FROG |
Posted 22nd Sep 2007 7:51pm |  |
L4Y Resident Post 1933 / 5258
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Quoting Morgoth | If you really want another old method to put rain without using particle emitter, you can try to grid your level with Face Brush with No Player Collide flag (will need to cut your mover in RF to fix alpha channel)
Morgoth |
have you ever done it that way? I doubt it will work. The game renderer will get in trouble with the many alpha planes in the row. Meaning that some objects such as players suddenly dissapear.
I have already helped him out with a texture. He said it all ok now, but not sure if he's still searching for something better, ..are you? |
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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KILLER  |
Posted 22nd Sep 2007 11:29pm |
Post 365 / 1723
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Nah, I got it to work, but I have, yet again, run into ANOTHER problem. When "pasting" even as much as ONE particle emitter, RED errors out. Both your version AND the orig. RED ED. Any suggestions?
EDIT : FIXED! |
P.L.U.R.Peace-Love-Unity-Respect |
Modified Sep 23rd, 01:57am by KILLER |
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Morgoth |
Posted 23rd Sep 2007 5:46am |
L4Y Member Post 126 / 393
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Quoting REDFROG |
have you ever done it that way? I doubt it will work. The game renderer will get in trouble with the many alpha planes in the row. Meaning that some objects such as players suddenly dissapear. |
No, I see this method in old HL mod, Tour of Duty, I agree... , RF will probably have difficulties to render multi layer with everything that is not level Brush.
Quoting giggles1 |
EDIT: FIXED! |
Nice, is finally a VBM texture?
Morgoth |
Red Faction - Xmod Home Page Mod DB Thanks to visit |
Modified Sep 23rd, 05:51am by Morgoth |
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KILLER  |
Posted 23rd Sep 2007 7:30am |
Post 366 / 1723
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Quoting giggles1 |
EDIT: FIXED
KILLER |
P.L.U.R.Peace-Love-Unity-Respect |
Modified Sep 23rd, 08:23am by KILLER |
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Bigblack40 |
Posted 23rd Sep 2007 8:21am |  |
L4Y Member Post 634 / 1150
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What i would like to do is have it raining heavily and then have water rise up Slowly and create a flood |
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KILLER  |
Posted 23rd Sep 2007 8:22am |
Post 367 / 1723
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lol....i wonder if that's possible |
P.L.U.R.Peace-Love-Unity-Respect |
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Bigblack40 |
Posted 23rd Sep 2007 9:16am |  |
L4Y Member Post 635 / 1150
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it is....but it isnt fully water....have a solid brush with collide and water texture on it and make it detailed brush but you wont be able to swim lol |
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RED-FROG |
Posted 23rd Sep 2007 11:05am |  |
L4Y Resident Post 1937 / 5258
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There was an event to rise Water FX ingame. But I think it only worked in 1.00 
Code | $Event Name: "Set_Liquid_Depth"
$RFE Level1: "Modifiers" |
I think this event has been used in one of the single player maps, where you have to manipulate/destroy the facility at the Docks and the lava raises near the valve.
lets go back to 1.00 |
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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Enforce |
Posted 23rd Sep 2007 11:29am |
L4Y Member Post 138 / 312
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Rain: Red can do rain. But we need better alpha tga
textures for rain than the basic default ones.
You have to change quite a few settings to get rain:
Under The Particle Emitter window options.
Select waterdrop.tga or bolt.tga
set glow on
set both alpha fields 150 or less.
set Emitter Shape Sphere to 80.00 or higher to cover map
Set Collide with world on
Set Collide with Liquids on
Set Collison with sounds on
If you want the rain with a ltitle wind
Set Swirliness to 2
Set Push to 2
If you want the rain to hit the ground and just dissapear
Set Die on Impact on
If you want the rain to explode into little drops when it hits the
ground and then dissapear, you have to time that carefully
with the delay and turn die on impact off and explode on impact on.
Change the Active Distance field. (This setting might
act like a far clipping plane)
If its a wide open area skybox map, you might have
to place several of these emitters and make their
sphere size pretty large, like up to 100 or more.
If its a small area where the skybox shows
then it dosen't have to be very big.
But to make the rain alternate from light drizzle to heavy rain
switching in between, I think you need to set up another
rain emitter and set it for heavy rain, just change the emitter on and off
proiperties to turn the heavy rain on and off periodically.
But If you want the rain off pernamently or rain to all stop, link
those rain emitters to a particle_state event with a timed
delay event.
LIGHTNING
As for making the sky flash on and off to simulate
sheet lighning...I can think of one way to do it..
Use the Riot Stick boltmap VBM texture and magnify
that many times over until you get the flashing
lightning effect.
Can someone here explain how to use the Swap_Textures Event, can it be
used on skyboxes? If it can then I be able to swap the textures with the
boltmap to periodically flash it on and off at random intervals instead of it
flashing too quickly at a set interval, the other way I guess is to slow down
the vbm animation itself, but I don't know how to do that. |
Red limits breached?, Yep, (20,000 fces and its still going !) |
Modified Sep 24th, 01:34am by Enforce |
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Ghostkid |
Posted 23rd Sep 2007 12:23pm |  |
Invisible Kid L4Y Member Post 1105 / 2212
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There was a tutorial on REDTECH telling you how to create raising water effect. havent been on redtech in ages : |
Xbox 360 Gamertag: Firefist1
Xfire: Ghostkid1 |
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