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Thread: Rain/Snow

  1. #11
    Developer Todesengel's Avatar
    Join Date
    Dec 2013
    Location
    St. Louis, Missouri, USA
    Posts
    276

    Default

    Quote Originally Posted by 1337Smithy View Post
    There's also a "Snow Mod" made by the same person, which may be of use to you as well .
    Thanks 1337 - I hadn't seen that one yet. Will grab it shortly!

  2. #12

    Default

    I had fun typing random numbers in to the script but its working now.
    But seems I got new problem and thats snow falling in places I don't have the func_rain brushes is there way stop that?
    Code:
    /////////////////////////////////////////
    
    main:
    
    // set scoreboard messages
    setcvar "g_obj_alliedtext1" "Put Map Name Here"
    setcvar "g_obj_alliedtext2" "By"
    setcvar "g_obj_alliedtext3" "Your Name"
    setcvar "g_obj_axistext1" ""
    setcvar "g_obj_axistext2" ""
    setcvar "g_obj_axistext3" ""
    
    setcvar "g_scoreboardpic" "none"
    
    		if(level.roundbased)
    		thread roundbasedthread
    
    	level waittill prespawn
    
    	exec global/DMprecache.scr
    
    	exec global/ambient.scr mohdm5
    
    	level.script = "maps/dm/YOURNAMEHERE.scr"
    
    
    	exec global/door_locked.scr::lock
    
    //	$world farplane 6000
    //	$world farplane_color (.333 .333 .329)
    
    
    level waittill spawn
    
    
    	level.rain_speed = "32"
    	level.rain_speed_vary = "16"
    	level.rain_length = "2"
    	level.rain_width = "1"
    	level.rain_density = "200"
    	level.rain_slant = "-10"
    	level.rain_min_dist = "1800"
    	level.rain_numshaders = 12
    	level.rain_shader = "textures/snow"
    
    
    
    end
    
    //-----------------------------------------------------------------------------
    
    
    electrocute:
    	
    	local.self playsound explode_electrical1 
    	local.nothappy = parm.other
    	
    	local.nothappy damage local.nothappy 50 local.nothappy (0 0 0) (0 0 0) (0 0 0) 1 2 6 0
    	//exec global/bullethit.scr (0 0 90) 1000 50 19
    	local.elect = spawn script_model
    	local.elect model "emitters/electrical_fire.tik"
    	local.elect.origin = local.nothappy.origin  + (0 0 60)
    	//radiusdamage local.elect.origin 150 40
    	wait 1
    	local.elect remove
    	wait .3
    	
    
    end
    
    //-----------------------------------------------------------------------------
    
    roundbasedthread:
    
    	// Can specify different scoreboard messages for round based games here.
    
    	level waitTill prespawn
    
    	level waittill spawn
    
    	// set the parameters for this round based match
    	level.dmrespawning = 0 // 1 or 0
    	level.dmroundlimit = 5 // round time limit in minutes
    	level.clockside = kills // set to axis, allies, kills, or draw
    
    	level waittill roundstart
    
    end
    Last edited by <T|F|B>The Beaver; February 14th, 2019 at 01:16 PM. Reason: Reason for Editing:

  3. #13

    Default

    I've noticed that issue also, how are you supposed to prevent the snow from falling in places like houses or tunnels?

  4. #14

    Default

    Not at my PC so can't check myself. I notice you have length set as 2, so maybe the beam fx is extending the length of the brushes. Perhaps lower it some more to .2 or something or you may have to reduce the brush size until it looks right or both.

  5. #15

    Default

    I've changed the numbers like you mentioned and tried few other numbers though out the .scr for the snow, but sadly it didn't work.
    I haven't messed around with target name that much but does the rain texture/fuc need it?

  6. #16

    Default

    I just made a simple test map with the same rain properties as you and couldn't see any issues. They stay inside the func_rain entity fine.

    map:

    Code:
    {
    "ambient" "50"
    "classname" "worldspawn"
    // brush 0
    {
    ( 240 100 612 ) ( 44 100 612 ) ( 44 -120 612 ) general_industrial/basecrete_seem_paint 0 0 0.00 0.500000 0.500000 0 0 0 +surfaceparm detail 
    ( 44 -100 620 ) ( 44 120 620 ) ( 240 120 620 ) general_industrial/basecrete_seem_paint 0 0 0.00 0.500000 0.500000 0 0 0 +surfaceparm detail 
    ( 52 -176 760 ) ( 248 -176 760 ) ( 248 -176 616 ) general_industrial/basecrete_seem_paint 0 -8 0.00 0.500000 0.500000 0 0 0 +surfaceparm detail 
    ( 256 -104 760 ) ( 256 116 760 ) ( 256 116 616 ) general_industrial/basecrete_seem_paint 0 -8 0.00 0.500000 0.500000 0 0 0 +surfaceparm detail 
    ( 232 344 760 ) ( 36 344 760 ) ( 36 344 616 ) general_industrial/basecrete_seem_paint 0 -8 0.00 0.500000 0.500000 0 0 0 +surfaceparm detail 
    ( -44 116 760 ) ( -44 -104 760 ) ( -44 -104 616 ) general_industrial/basecrete_seem_paint 0 -8 0.00 0.500000 0.500000 0 0 0 +surfaceparm detail 
    }
    // brush 1
    {
    ( 256 352 832 ) ( -280 352 832 ) ( -280 -168 832 ) general_industrial/basecrete_seem_paint 0 0 0.00 0.500000 0.500000 0 0 0 
    ( -280 -168 840 ) ( -280 352 840 ) ( 256 352 840 ) common/caulk 0 16 0.00 0.500000 0.500000 0 160 0 
    ( -280 -176 840 ) ( 256 -176 840 ) ( 256 -176 512 ) common/caulk 0 16 0.00 0.500000 0.500000 0 160 0 
    ( 256 -168 840 ) ( 256 352 840 ) ( 256 352 512 ) common/caulk -16 16 0.00 0.500000 0.500000 0 160 0 
    ( 256 352 840 ) ( -280 352 840 ) ( -280 352 512 ) common/caulk 0 16 0.00 0.500000 0.500000 0 160 0 
    ( -280 352 840 ) ( -280 -168 840 ) ( -280 -168 512 ) common/caulk -16 16 0.00 0.500000 0.500000 0 160 0 
    }
    // brush 2
    {
    ( 256 -176 504 ) ( -280 -176 504 ) ( -280 -184 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( -280 -184 832 ) ( -280 -176 832 ) ( 256 -176 832 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( -280 -184 832 ) ( 256 -184 832 ) ( 256 -184 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( 256 -184 832 ) ( 256 -176 832 ) ( 256 -176 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( 256 -176 832 ) ( -280 -176 832 ) ( -280 -176 504 ) general_industrial/basecrete_seem_paint 0 0 0.00 0.500000 0.500000 0 0 0 
    ( -280 -176 832 ) ( -280 -184 832 ) ( -280 -184 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    }
    // brush 3
    {
    ( -280 344 504 ) ( -288 344 504 ) ( -288 -176 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( -288 -176 832 ) ( -288 344 832 ) ( -280 344 832 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( -288 -176 832 ) ( -280 -176 832 ) ( -280 -176 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( -280 -168 832 ) ( -280 352 832 ) ( -280 352 504 ) general_industrial/basecrete_seem_paint 0 0 0.00 0.500000 0.500000 0 0 0 
    ( -280 344 832 ) ( -288 344 832 ) ( -288 344 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( -288 344 832 ) ( -288 -176 832 ) ( -288 -176 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    }
    // brush 4
    {
    ( 256 352 504 ) ( -280 352 504 ) ( -280 344 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( -280 344 832 ) ( -280 352 832 ) ( 256 352 832 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( -280 344 832 ) ( 256 344 832 ) ( 256 344 504 ) general_industrial/basecrete_seem_paint 0 0 0.00 0.500000 0.500000 0 0 0 
    ( 256 344 832 ) ( 256 352 832 ) ( 256 352 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( 256 352 832 ) ( -280 352 832 ) ( -280 352 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( -280 352 832 ) ( -280 344 832 ) ( -280 344 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    }
    // brush 5
    {
    ( 264 344 504 ) ( 256 344 504 ) ( 256 -176 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( 256 -208 832 ) ( 256 312 832 ) ( 264 312 832 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( 256 -176 512 ) ( 264 -176 512 ) ( 264 -176 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( 264 -176 512 ) ( 264 344 512 ) ( 264 344 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( 264 344 512 ) ( 256 344 512 ) ( 256 344 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( 256 344 512 ) ( 256 -176 512 ) ( 256 -176 504 ) general_industrial/basecrete_seem_paint 0 0 0.00 0.500000 0.500000 0 0 0 
    }
    // brush 6
    {
    ( 144 144 504 ) ( -168 144 504 ) ( -168 -176 504 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( -168 -176 512 ) ( -168 144 512 ) ( 144 144 512 ) general_industrial/basecrete_seem_paint 0 0 0.00 0.500000 0.500000 0 0 0 
    ( -168 -176 512 ) ( 144 -176 512 ) ( 144 -176 416 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( 256 -168 536 ) ( 256 152 536 ) ( 256 152 440 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( 176 344 512 ) ( -136 344 512 ) ( -136 344 416 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    ( -280 160 512 ) ( -280 -160 512 ) ( -280 -160 416 ) common/caulk 0 0 0.00 0.500000 0.500000 0 160 0 
    }
    }
    // entity 1
    {
    "classname" "func_rain"
    // brush 0
    {
    ( 240 116 620 ) ( 44 116 620 ) ( 44 -104 620 ) common/rain 0 0 0.00 0.500000 0.500000 0 128 0 
    ( 44 -108 764 ) ( 44 112 764 ) ( 240 112 764 ) common/rain 0 0 0.00 0.500000 0.500000 0 128 0 
    ( 44 -176 764 ) ( 240 -176 764 ) ( 240 -176 748 ) common/rain 0 0 0.00 0.500000 0.500000 0 128 0 
    ( 256 -108 764 ) ( 256 112 764 ) ( 256 112 748 ) common/rain 0 0 0.00 0.500000 0.500000 0 128 0 
    ( 232 344 764 ) ( 36 344 764 ) ( 36 344 748 ) common/rain 0 0 0.00 0.500000 0.500000 0 128 0 
    ( -44 132 764 ) ( -44 -88 764 ) ( -44 -88 748 ) common/rain 0 0 0.00 0.500000 0.500000 0 128 0 
    }
    }
    // entity 2
    {
    "origin" "-144 232 728"
    "classname" "light"
    }
    // entity 3
    {
    "origin" "-248 80 528"
    "classname" "info_player_start"
    }
    // entity 4
    {
    "origin" "72 224 728"
    "classname" "light"
    }
    // entity 5
    {
    "origin" "-176 -24 728"
    "classname" "light"
    }
    // entity 6
    {
    "origin" "80 -40 728"
    "classname" "light"
    }
    script:

    main:

    level waittill prespawn
    level waittill spawn

    level.rain_speed = "32"
    level.rain_speed_vary = "16"
    level.rain_length = "2"
    level.rain_width = "1"
    level.rain_density = "200"
    level.rain_slant = "-10"
    level.rain_min_dist = "1800"
    level.rain_numshaders = 12
    level.rain_shader = "textures/snow0"
    end

  7. #17

    Default

    I went ahead and did all the rain brushes on my map. Seems each time I did I got different results.
    Such as some parts map having snow while others parts had none. This last one I did had all the snow in one spot while the rest of the map had nothing! Lol
    I feel like it might just be my game having a fit


    photo1.png
    Last edited by <T|F|B>The Beaver; February 17th, 2019 at 09:35 PM.

  8. #18

  9. #19

    Default

    Are you reaching a limit I wonder? Your density is extremely high. Try lowering it back down. The snow also may not be rendering due to the distance.

    Edit: yup, density is way too high. Also distance will play a role.

    This got better results:


    main:

    level waittill prespawn
    level waittill spawn

    level.rain_speed = "32"
    level.rain_speed_vary = "16"
    level.rain_length = "1"
    level.rain_width = "1"
    level.rain_density = "1"
    level.rain_slant = "-10"
    level.rain_min_dist = "1800"
    level.rain_numshaders = 12
    level.rain_shader = "textures/snow"
    end


    It also appears that in MOHAA the shaders aren't randomised. It may be a bug they fixed for SH onward, which is why they use textures/snow instead of textures/snow0
    Last edited by 1337Smithy; February 18th, 2019 at 01:31 AM.

  10. #20

    Default

    Still few small problems but its working whole lot better with them settings. I say its good enough! : )

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