Game Development Community

Precipitation Effects

by Andy Smith · in Torque Game Engine · 11/07/2001 (5:52 am) · 35 replies

Hi,

I have been playing around with the precipitation system and have some nice snowflakes falling. The only problem is that they are a lovely white square snowflakes :-). I can't seem to get a snowflake texture mapped on them.

Does anyone have any working code or perhaps a suggestion?


Andy
Page«First 1 2 Next»
#21
12/21/2001 (9:16 am)
mmmm.... i have the same problem... no textures are being shown...

i have data/shapes/precipitations/snowflakes.dml
its content is:
textures/snowflake.png

i have the file data/shapes/precipitations/textures/snowflake.png which i copied from tribes 2...
it still wont show the textures..
#22
12/21/2001 (12:03 pm)
same problem as the above post
I suspect it's a problem with the path in my dml file but I don't know =/
#24
12/26/2001 (5:47 am)
I'm having the same problem, I think the dml files are broken.

Has ANYONE gotten the precipitation textures to work right?

I don't think lightning textures work either.


Dark
#25
12/26/2001 (11:50 am)
Chris, read the link above--lightning works fine
#26
12/26/2001 (12:51 pm)
I went there, that's how I got it to work. The lightning doesn't use the textures. Try deleting the reference to the textures, the lightning won't change at all.
#27
12/26/2001 (1:45 pm)
Good catch! It looks like Lightning::processEvent(lightning.cc) is going ahead and creating the lightning bolts and ignoring the textures.
#28
12/26/2001 (2:46 pm)
neither effect, lightning or precipitation is reading the textures... GG here please
:)
#29
12/26/2001 (3:59 pm)
Precip. is reading textures. Make sure you have the latest HEAD version, there were a few lines that needed changing in the code. Also make sure that your datablocks are all correct. My snowflakes come up with the proper textures.

-Snowman
#30
12/27/2001 (9:44 am)
Which lines? Maybe that's the prob with lightning too??
#31
12/27/2001 (2:18 pm)
yeah, which lines? cause the lines that i found in another forum that had to be changed arent in the HEAD revision...
#32
12/27/2001 (3:21 pm)
Like the attempt made earlier to get rain and snow in the game, this try still show the rain/showw inside buildings.

// Clocks out
#33
01/11/2002 (11:58 am)
I'm also having the same problems with both the Snow and Lightning textures. The snow is just a gray square and the lightning is not using my textures. I did go thru this tutorial:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1940
and I modified the code, rebuilt the EXE and still no textures. Also, how do I modify the lightning.cc code to use textures?
#34
01/11/2002 (4:08 pm)
well, if you followed my tutorial you should get textured snowflakes, maybe the texture you are using doesnt have alpha or something, try using a tribes 2 texture. If it still doesnt work re do the whole tutorial, you mite have messed it somewhere...
Good Luck!
#35
11/22/2005 (6:21 am)
Has Precipitation changed recently? When I went back to an older game I was working on, the textures no longer worked, and there's a pretty obvious reason why. The datablock created by the editor:

datablock PrecipitationData(Rain) 
{ 
   type = 1; 
   materialList = "~/data/maps/raindrops.dml"; 
   soundProfile = "Universal_Rain_Light_1";
   sizeX = 0.10; 
   sizeY = 0.10; 

   movingBoxPer = 0.35; 
   divHeightVal = 1.5; 
   sizeBigBox = 1; 
   topBoxSpeed = 20; 
   frontBoxSpeed = 30; 
   topBoxDrawPer = 0.5; 
   bottomDrawHeight = 40; 
   skipIfPer = -0.3; 
   bottomSpeedPer = 1.0; 
   frontSpeedPer = 1.5; 
   frontRadiusPer = 0.5; 
};

Clearly doesn't match the PrecipitationData datablock in the actual compiler.. so have I got some kind of mismatched code? Is there an update for the editor or precipitation class?

class PrecipitationData : public GameBaseData {
   typedef GameBaseData Parent;

  public:
   AudioProfile* soundProfile;
   S32           soundProfileId;    ///< Ambient sound 

   StringTableEntry mDropName;      ///< Texture filename for raindrop
   StringTableEntry mSplashName;    ///< Texture filename for splash

   F32 mDropSize;                   ///< Droplet billboard size
   F32 mSplashSize;                 ///< Splash billboard size
   bool mUseTrueBillboards;         ///< True to use true billboards, false for axis-aligned billboards
   S32 mSplashMS;                   ///< How long in milliseconds a splash will last
   
   PrecipitationData();
   DECLARE_CONOBJECT(PrecipitationData);
   bool onAdd();
   static void  initPersistFields();
   virtual void packData(BitStream* stream);
   virtual void unpackData(BitStream* stream);
};
Page«First 1 2 Next»