help needed!


(Blockbuster) #1

hi all, im new to the forums :slight_smile: let me start with a question…
how to add rain to a map?? :slight_smile: thnx in advance


(duke'ku) #2

The manual is included for a reason…

Precipitation(See sand storms)
There are two types of precipitation currently available: Snow, and Rain. Both use the same worldspawn key, atmosphere. The individual keys in the value strings provide the following settings:

Key Default Description
T RAIN Type of effect (sypports ‘RAIN’ or ‘SNOW’)
B 5 10 Base times (X seconds, or between X and Y seconds)
C 1 1 Time to move from base to gust (X seconds, or between X and Y seconds)
G 0 2 Gust times (X seconds, or between X and Y seconds)
BV 0 100 Base vector (x and y units/sec)
GV 0 100 Gust vector (x and y units/sec)
W 1 2 Weight of particle (X, or from X to Y depending on base/gust position)
H 0 If a particle gets created more than this amount of units above a player drop the creation spot down to viewheight + H (this parameter is optional)
D 300 300 Number of particles (baseparticles / gustparticles) - max 3000

Two maps included with Enemy Territory used Rain and Snow effects. The atmosphere worldspawn keys used for each is as follows:

Radar: “T=RAIN,B=5 10,C=0.5,G=0.5 2,BV=50 50,GV=200 200,W=1 2,D=2000”
Railgun: “T=SNOW,B=5 10,C=0.5,G=0.3 2,BV=20 30,GV=25 40,W=3 5,D=2400”

It’s possible to create sleet or hail effects by varying the weight (W) of the particles, or to produce a light rain or snow shower by decreasing the density (D) of the particles.

If your level has a very high sky, you may find your snow or rain fades out to nothing before it has chance to hit the ground. To fix this you can adjust the height it starts at and cap it artificially using the height (H) parameter.

For variable weather, the base (B, BV) and gust (G, GV) parameters can be used to adjust the precipitation over time. Most of the parameters in the atmosphere key can be given dual values for base and gust, as shown in the table above. By using markedly different values for each, and setting a large time to gust © value, you can create weather that increases or decreases over the course of a match.


(Thej) #3

Well i tried that, but no go

Cause its not clear to me how u put it in the worldspawn

I think its
key c
value 0.5

and so on

but do u have to add something special to turn the atmosphere on?

like
key atmosphere
value 1

or something like that?


(weasel) #4

Just one key/value pair for the whole deal. The key is atmosphere, the value is a string formatted like “T=RAIN,B=5 10,C=0.5,G=0.5 2,BV=50 50,GV=200 200,W=1 2,D=2000”. My suggestion would be to start with the values from radar, and then from there, tweak it to your liking.


(Thej) #5

I even tried that, with and without the quotes

but still no rain :<

anyone from SD can give me a clue?


(duke'ku) #6

Try this:

key atmosphere
value T=RAIN,B=5 10,C=0.5,G=0.5 2,BV=50 50,GV=200 200,W=1 2,D=2000

When I say value, that means all one line… same key, same value.


(Thej) #7

tried that already :confused:


(duke'ku) #8

cg_atmosphericeffects 1?


(chavo_one) #9

You have to generate a tracemap before the rain will show up. Otherwise the game has no way of knowing what areas are inside and what areas are outside.


(Thej) #10

Now thats the answer i was looking for :bump: (i hope)

thx alot Chavo!

next time i should start at the beginning of the manual :smiley:

Trace Maps
Precipitation effects and the mortar weapon require a tracemap to work. To generate a tracemap for your map run the game in developer mode (/developer 1) and type the following command ‘\generateTracemap’. This will generate a tracemap image (.tga) with a 256x256 pixel resolution.

Anyone know a simple proggie, so i can see the red green and blue channels?? (in the tracemap)


(Thej) #11

Looks vewwy kewl the rain in map :clap:

Just updated our site with the latest Rain piccies :smiley:

http://enemyterritory.web-log.nl/


(Blockbuster) #12

thnx for the help… but when i test the map and type /generatetracemap in the console there’s no .tga file in the maps folder


(Thej) #13

is there a folder in ur maps folder with the name of ur map?

Cause it writes it down there.
and its called lm_0000.tga


(Blockbuster) #14

there is not a folder in the maps folder… :smiley: i got the rain working now thnx for the help!
but another question: how to add ambience sounds?


(chavo_one) #15

Wrong!

lm_0000.tga is a lightmap file. The tracemap will show up in maps/ with the name <mapname>_tracemap.tga


(Thej) #16

LOL, it just puts them in the etmain/maps folder with me, and i was like wtf
Where is my damn tracer.TGA :banana:

btw, should it be there or not??


(Blockbuster) #17

:slight_smile: but how to put in ambience sounds… and smoke (not fog)


(Thej) #18

Well for how to add sounds, u can look in the manual from ET and look for speaker editing(real cool :smiley: )

And if u want to i can upload a map for u with a smoke thingy in it


(Blockbuster) #19

got the sound working… about the smoke… yes please :wink:

(btw thej do you have msn)


(fidel castro) #20

hi,

i’Ve also tested the rain-feature…weith an interessting solution.

at my first map the rain doesnt works…so i just build a new testmap (only Skybox, Info_player_deatchmatch, Light) and the worldspawn-key
then it works.

so im wondering why it doenst work in the first map, the map i want to continue

any suggestions ?

the worldspawn key in both maps is the same, i’ve used the same syktextur, to minizme possible errors.

greez
fidel