timer for rain


(uzzul) #1

Hello everyone, this is the first time that I write.
I put the rain on my ET map and everything is fine, but my idea is to start the map without rain, and show the rain at end of map.
There is a way to put a timer?
Maybe, 10 minutes without rain, 5 minutes rain and again sun until end.
Many thanks for your answers.


(stealth6) #2

I don’t think this is possible. Normally rain is added in the worldspawn so it’s either on or off. If you have a linear map like supply depot and you wanted it to rain in the first half of the map you could trying screwing around with the tracemap, but this would also disable airstrikes.

You could add some big brushes with a rain texture on them and maybe use autosprite to make them always face the player.
Q3 shader manual

Of course too many of those brushes won’t be too healthy for your fps :tongue:


(uzzul) #3

Hi stealth6, tnx for your answer.
I had read this on ET-Bots-Radiant/Radiant-1.4/docs/Level Designers Reference

“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.”

So, i have thought something about a timer.


(stealth6) #4

Interesting haven’t seen it before so I think you should try it to see what happens.


(uzzul) #5

You are right but i have NOT understand what mean this, i read from ET-Bots-Radiant/Radiant-1.4/docs/Level Designers Reference

B 5 10 Base times (X seconds, or between X and Y seconds) this mean that rain start at 5 seconds and stop at 10???
so i have to put B 600 900???
BV 0 100 Base vector (x and y units/sec) this is intensity of rain???
G 0 2 Gust times (X seconds, or between X and Y seconds) this durate of gust???
GV 0 100 Gust vector (x and y units/sec) this is intensity of gust???
dont understand the rules of this.

if someone know…:confused::confused:

in alternative… is possible change the light from day to night?
start map with daylight and end map whit night light(less light)?
Tnx


(stealth6) #6

Here is some more info: http://www.planetwolfenstein.com/tramdesign/tutorials/etdocs/enveffects.html

I tried it myself a bit, but I don’t think any of the values are a delay like you want.

I think I remember seeing a topic about changing the lightmap during the map, but not gradually from night to day so I don’t think that’s possible either.


(uzzul) #7

Hmmm, seems that I am looking for impossible thing :), maybe better keep my map how is :smiley:
Meantime I make some test…

Tnx for answer.


(ailmanki) #8

not sure how they rain works, it could work with remapshader, exchange the rain/snow shader by one which draws nothing… and when you want to toggle snow on, change the shader…


(stealth6) #9

Best idea so far and would work.


(-SSF-Sage) #10

Yes. I changed the snow shader on the fly years ago.

So remapshader to empty texture and then back to a shader that has snow should work. Best thing is that you can control this the way you want from the script. However this would only really affect the visual rain or snow. Which can be disabled with particle effects anyway. It will not be possible to change the shadows or light angles or intensity thought.

	remapshader "gfx/misc/snowflake" "textures/mymap/snowflake"		
	remapshaderflush

(uzzul) #11

tnx guys, i will try…never used remapshader before :confused:


(Mateos) #12

It is used to change from a texture to an other through their respective shaders; For instance, on Supply, the rocks have a _remap key so they have a temperate skin (By default it is sandy, see the rocks in Oasis). This works on model with a single part, because for instance a tree would have the leaves and its trunk changed to a single texture! So, in order to change parts by parts of a model, you need to use that script directive (For instance, to re-skin a snowy Churchill to a sandy one, by replacing the shader of each parts to its equivalent with sandy textures).

I keep this thread in mind, would like to see if it is possible to do it and make it look natural :slight_smile:


(uzzul) #13

Hi guys, i have put this in worldspawn:
T=RAIN,B=5 10,C=0.5,G=0.5 2,BV=50 50,GV=200 200,W=1 2,D=2
with particles D=2 i can’t see the rain, so, i have to found the way for setting D=2000 after 10 minute of play.
Some idea?
Tnx