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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Raining Weather
Pop322
General Member
Since: Oct 26, 2005
Posts: 50
Last: Jun 11, 2007
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Friday, Dec. 2, 2005 05:45 pm
Hi all,

i was wondering if someone could tell me how to make the weather raining and foggy, if someone could tell me this it would be greatly appriciated,

Thnx in adv
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Yorkshire-Rifles
General Member
Since: Mar 16, 2005
Posts: 272
Last: Apr 19, 2008
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Saturday, Dec. 3, 2005 01:10 am
Howdo.

For fog you have 2 choices. SetExpFog or SetCullFog.

setCullFog draws the map to a set distance and then blocks everything out beyond that in the colour of the fog. You can set a start distance with it as well as an end distance.

setCullFog (*start distance*, *end distance*, *RGB red colour%*, *RGB green colour%*, *RGB blue colour%*, *time - set to 0);

Code:
setCullFog (500, 15000, 0.0274, 0.0823, 0.1607, 0 );

So this draws the fog at 500 units from the player up to and hiding everything behind 15000 units.

setEXPFog is more a volumetric fog which I suppose is more realistic, as it builds up over distance. You cannot set a start distance, it starts at 0.


setEXPFog (*the volume (thickness of the fog) best 0.00022-0.00044*, *RGB red colour*, *RGB green colour, *RGB blue colour*, *time - which is always 0);

Code:
	setEXPFog (0.00032, 0.34, 0.36, 0.36, 0 );

This creates a fairly dense fog which is generally grey and miserable.

And for the RAIN.

Code:
// Rain
//	level.atmosphere_fx = loadfx ("fx/atmosphere/rain_medium.efx");
	level.atmosphere_fx = loadfx ("fx/pi_fx/rain_heavy.efx");
	level.atmosphere_speed = 0.1;
	level thread maps\_atmosphere::_spawner();


Place this in front of your threads, behind your weapons list is the best place.

You also need the EFX listed in your FX.gsc under the Precache thread.
Code:
	level._effect["weather"]		= loadfx ("fx/pi_fx/rain_heavy.efx");
//level._effect["weather"]		= loadfx ("fx/atmosphere/rain_medium.efx");

You can change rain_heavy.efx to rain_medium.efx if you change BOTH your map.gsc and your map_fx.gsc to read the same, thus swapping
Quote:
//


So if you use the
Quote:
rain_heavy.efx
with the
Quote:
setEXPFog (0.00032, 0.34, 0.36, 0.36, 0 );
it should look a little like this.



or with
Quote:
rain_medium.efx
and lighter fog
Quote:
setExpFog(.00022, 0.35, .33, .34, 0);



and lastly, no rain but with heavy fog
Quote:
setExpFog(.00044, .39, .30, .29, 0);



If you go hunting through UO pk3s you'll find the rain sounds for playing ambient for you soundalias file.
Code:
ambient/amb_trenches01_rain.mp3
ambient/amb_trenches01_rain_int.mp3

and for bouncing off metal roofs
Code:
weather/rain_metal.wav


Phew![crazy] I need a lie down after all of that!

And the thread for the file those shots and code came from is Here (shameless self-promotion). [casanova]

edited on Dec. 2, 2005 08:12 pm by Yorkshire-Rifles
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Yorkshire-Rifles
General Member
Since: Mar 16, 2005
Posts: 272
Last: Apr 19, 2008
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Saturday, Dec. 3, 2005 01:26 am
Just another note on fog colour.

All the missions in COD and UO have a fog colour which fits well with that mission's sky texture.

So if you are using the FOY sky texture looks in the foy.gsc for the correct colours to use in your fog. Same goes for all other maps, so if you are using the DAWNVILLE sky texture you'd want the fog colour as
Quote:
setCullFog (0, 16500, 0.7, 0.85, 1.0, 0);
with whatever distance settings you want (0-16,500 in the original).

Anyhow, play about as you can find some good map fog combinations like I did with the BOMBER sky texture - which doesn't actually have any fog set in the original game mission but is a really nice looking sky.

Quote:
setExpFog(.00022, 0.35, .33, .34, 0);




I LURV that sky. [tongue]
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Pop322
General Member
Since: Oct 26, 2005
Posts: 50
Last: Jun 11, 2007
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Saturday, Dec. 3, 2005 09:59 pm
Thnx dude this is amazing,

you should write a tutorial for this [rocking]

ta
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Dec. 4, 2005 10:40 am
aint that SP rain york ?
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Yorkshire-Rifles
General Member
Since: Mar 16, 2005
Posts: 272
Last: Apr 19, 2008
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Sunday, Dec. 4, 2005 10:16 pm
Yes that's SP, I don't think that there are stock rain/snow effects for MP. I think that I saw a mod for that somewhere, were you'd make a brush with some custom rain texture and it would follow you about, but that would have to be a server side mod.

Apart from rain there's also snow.
Code:
	level.atmos["snow"] = loadfx ("fx/atmosphere/snow_light.efx");			// loads the fx file for the rain
	//playfxonplayer(level.atmos["snow"]);						// sets and places the rain fx on the player
	
	level.atmosphere_fx = level.atmos["snow"];
	level.atmosphere_speed = 0.05;
	level.atmosphere_dist = 512;
	level thread maps\_atmosphere::_spawner();


Stick that in your map.gsc and I don't think that you need to list it in your map_fx.gsc - should work but I haven't tested it.
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Dec. 4, 2005 10:45 pm
would you like me to make a short tutorial on adding rain to a mp map?
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Yorkshire-Rifles
General Member
Since: Mar 16, 2005
Posts: 272
Last: Apr 19, 2008
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Sunday, Dec. 4, 2005 10:47 pm
Go ahead, I don't know much about MP.

60 seconds later ....

aha! Rasta already has an adding snow effect tutorial. Here

edited on Dec. 4, 2005 05:49 pm by Yorkshire-Rifles
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Dec. 4, 2005 10:51 pm
Oke, ill start a new thread
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Friday, Mar. 10, 2006 07:00 am
Quote:
setEXPFog is more a volumetric fog which I suppose is more realistic, as it builds up over distance. You cannot set a start distance, it starts at 0.


How expensive in performance (framerate) is setExpFog vs setCullFog in multi-player maps? Should I stick with setCullFog, which most of the MP maps seem to use?
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