Snow and Rain, fully working

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Re: Snow and Rain, fully working

Postby JackGriffin » Sun Oct 29, 2017 1:10 pm

Terraniux wrote:Can this be used in a reversed way? Instead of falling down, they go up?

Sure, I already made it. It's the centerpiece room in the contest map. You know, the one you voted on, played, and reviewed? Yeah, that one.

Image

I joke. See? Winky face added :tu: Seriously all you need to do is adjust the falling speed of the rain to a negative number. It will rise then by that speed and behave the same way. This was literally the first thing I wanted to do with it as an effect so I understand what you mean. In the Mansion map it is coded as a separate rain actor set since I had to have specific falling speed for the upside down rain. Since this was different than the default falling rain and I was spawning and destroying the rain actors I had to code it with a set of altered defaults.

If you want this in your own map just place the Rain Actor on the ground/spot where you want the rain to start. Look at the variable for "WindVelocity". It will be
Code: Select all
WindVelocity=(X=5,Y=5,Z=-300)

Change it to
Code: Select all
WindVelocity=(X=5,Y=5,Z=600)

and this will cause the rain to fall upwards at a fair clip. Adjust the Z to your liking. More Z is faster falling upwards, less Z will slow the rise.

@Nog: There's actually a lot of things I was considering creating for this as a set of "plug-in" modules depending on the reception. The base effect I just wanted to be bone simple and anyone can use very easily. That's the issue with most weather effects, they have way too much going on and mappers don't want to take an evening to test seven different setting variables to just create rain. With this you place an actor then hit play and it's raining where you want it to rain.

If this is actually used by mappers I'll make some plug-in effects I've already been playing with. I've worked on rain that drips down a window if it strikes it at an angle (windy rain storm), puddles that grow and merge over time, snow that starts to coat the ground/bsp (winter wonderland) and then can blow in drifts if it gets too thick. There's a bunch of ideas I've had for a more immersive environment.
"You damn kids, back in my time we made the items, maps and games ourselves with an unwieldy engine using counter-intuitive crash-prone tools and we liked it so much we built communities around this which nowadays look like cults because they're quasi-parallel societies based on the same old games." -Hellkeeper
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Re: Snow and Rain, fully working

Postby Dizzy » Mon Oct 30, 2017 7:59 pm

Is this similar to the PrecipitationGenerator actor? Or does it do something different?
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Re: Snow and Rain, fully working

Postby JackGriffin » Mon Oct 30, 2017 10:37 pm

No, this creates a basket of rain/snow and recycles them over and over.
"You damn kids, back in my time we made the items, maps and games ourselves with an unwieldy engine using counter-intuitive crash-prone tools and we liked it so much we built communities around this which nowadays look like cults because they're quasi-parallel societies based on the same old games." -Hellkeeper
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Re: Snow and Rain, fully working

Postby Dizzy » Tue Oct 31, 2017 12:15 am

JackGriffin wrote:No, this creates a basket of rain/snow and recycles them over and over.

Is that better for performance than randomly spawning stuff?
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Re: Snow and Rain, fully working

Postby JackGriffin » Tue Oct 31, 2017 3:41 am

Way better. Any time you can recycle an actor, especially one that is going to be instanced over and over, you should. That's been part of the problem with some of the past attempts at weather. They spawn drops that just fall once and destroy. Those don't really get cleaned up until the server does garbage collection when unloading during map changeover. Eventually the server takes a hit as those arrays get huge with wasted actors.
"You damn kids, back in my time we made the items, maps and games ourselves with an unwieldy engine using counter-intuitive crash-prone tools and we liked it so much we built communities around this which nowadays look like cults because they're quasi-parallel societies based on the same old games." -Hellkeeper
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