Percipetation
by Snowman · in Torque Game Engine · 11/14/2001 (11:13 pm) · 18 replies
I thought this might be a better place to post this...
I, with others have been having some trouble with percipetation stuff in the HEAD release.
I won't repost all of the info, here's the URL:
http://www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=2325
Basically the dml lists don't seem to be working properly.
Thanks!
-Snowman
I, with others have been having some trouble with percipetation stuff in the HEAD release.
I won't repost all of the info, here's the URL:
http://www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=2325
Basically the dml lists don't seem to be working properly.
Thanks!
-Snowman
About the author
#2
11/25/2001 (9:55 am)
Looking at the your snow picture, it looks like it's not loading the bitmap for the particle. I'm not up to speed on the environmental effects though.
#3
Precipitation has a number of effects associated with it including an additional layer for storms that can be run on timers. All of them seem to fail due to the inability to read the DML file. I have tried changing the path to the DML file in the scripts but this does not seem to work - the string comes up as empty in every case.
11/25/2001 (10:22 am)
I started to run a debug on this and what appears to be happening is that the Precipitation routines in the code do not succeed in correctly finding/reading the DML file which points to the textures that are necessary. In V12 it was necessary to hack the code in the precipitation routines to make it read the DML file. Thereafter the routines correctly displayed the textured snow.Precipitation has a number of effects associated with it including an additional layer for storms that can be run on timers. All of them seem to fail due to the inability to read the DML file. I have tried changing the path to the DML file in the scripts but this does not seem to work - the string comes up as empty in every case.
#4
11/25/2001 (11:55 am)
I just looked at the precipitation code real quick... the only thing that was obviously wrong is the materialList field type, it should be declared as TypeFilename and not TypeString. The file name type will deal with the ~ and . relative paths. Otherwise, the material name code looks pretty straight forward. If it's NULL when you debug it, then maybe it's not being set correctly in the scripts, a typo on the field name? maybe?
#5
-Snowman
11/27/2001 (10:55 am)
I tried that really quick, but it didn't make a difference. I haven't had a chance to really debug it yet, but when I do I'll post another message here.-Snowman
#6
It was a combination of resetting the materialList type and Nohbdy's tut (linked below) that got it working.
http://www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=1651
Thanks everyone.
11/30/2001 (4:59 pm)
Precipitation is working fine for me now thanks.It was a combination of resetting the materialList type and Nohbdy's tut (linked below) that got it working.
http://www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=1651
Thanks everyone.
#7
Can you post the changes you made and your precipitation code. I am sure it would be a great help to everybody.
Andy
12/01/2001 (2:51 am)
Hi,Can you post the changes you made and your precipitation code. I am sure it would be a great help to everybody.
Andy
#8
It was just one of those things that our scripter tried when it was working. I assume one of the code changes did it (Most notably where you change the code in loadDML() so that it does the path correctly.)
Hopefully this can get checked into the CVS =)
-Snowman
12/02/2001 (12:33 pm)
I followed all of teh steps on the link provided and got the textures working. Other than one of the code changes, there was an error in my script - it said textureList = instead of materialList =.It was just one of those things that our scripter tried when it was working. I assume one of the code changes did it (Most notably where you change the code in loadDML() so that it does the path correctly.)
Hopefully this can get checked into the CVS =)
-Snowman
#9
12/02/2001 (2:28 pm)
I checked in the TypeFilename fix for the materialList property. That should clear up any dml file name issues.
#10
08/18/2004 (6:01 pm)
my starter.fps misses the rain ..
#11
As far as your comment, the starter.fps doesn't have rain in it. The demo does have rain. Look at the demo directory for the rain and thunder implementation.
Hope that helps.
08/18/2004 (6:04 pm)
You replied to the thread that is 3 years old. Not sure if any of the things mentioned above apply anymore.As far as your comment, the starter.fps doesn't have rain in it. The demo does have rain. Look at the demo directory for the rain and thunder implementation.
Hope that helps.
#12
08/18/2004 (8:39 pm)
The separate demo i downloaded prior to purchase torque does contain rain. the demo within the files downloaded with the source does not.and i know it's 3 years old this thread. ime just seeking help.. i'll try to implement the weather from demo aftre all. thanks a lot for your reply.
#13
08/18/2004 (9:30 pm)
doublepost
#14
TorqueDemo -game demo
It does not start by default when you run torque.
From the demo folder copy the below folder and the files in them to the starter.fps folders.
demo/data/environment
demo/data/sound/enviroment
demo/server/scripts/environment.cs
add this line in the starter.fps/server/scripts/game.cs
exec("./environment.cs");
Then you need to add a "precipitation" water block such as:
Hope that helps
08/19/2004 (4:03 am)
When you download from CVS there is a demo directory which is the full demo. To run it:TorqueDemo -game demo
It does not start by default when you run torque.
From the demo folder copy the below folder and the files in them to the starter.fps folders.
demo/data/environment
demo/data/sound/enviroment
demo/server/scripts/environment.cs
add this line in the starter.fps/server/scripts/game.cs
exec("./environment.cs");
Then you need to add a "precipitation" water block such as:
new Precipitation(HeavyRain) {
datablock = "HeavyRain";
percentage = "1";
color1 = "0.700000 0.700000 0.700000 1";
color2 = "-1.000000 0.000000 0.000000 1.000000";
color3 = "-1.000000 0.000000 0.000000 1.000000";
offsetSpeed = "0";
minVelocity = "2";
maxVelocity = "3";
maxNumDrops = "3000";
maxRadius = "10";
locked = "false";
}to your mission or in a script like the demo has.Hope that helps
#15
08/19/2004 (6:02 am)
Thanks a lot mate, this is trully helpful.
#16
08/21/2004 (9:03 am)
First time it crashed a litlle informing me that a diffrent packet is needed or lack the proper art to run a mission with it. now seems to work fine though.
#17
That data block you showing is from the old precipitation code !
Can you edit and add both versions that would be great i think .
08/21/2004 (9:49 am)
@Dan That data block you showing is from the old precipitation code !
Can you edit and add both versions that would be great i think .
#18
08/21/2004 (10:36 am)
Works pretty cool 2 me but the 'drops' part i know from the demo wich now misses and as well the colour of the drops. but i can do that twaking the rain image file, right?
Torque Owner Jared Hosh
http://booyoopoo.tripod.com/nosnow.jpg
any help is appreciated.