moving clouds effect and more clouds stuff request

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Shrooms
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Joined: Wed Aug 11, 2010 12:35 am

moving clouds effect and more clouds stuff request

Post by Shrooms »

I"ve been working on a racing map for interstate 82 and the map requires moving clouds. When i tell people the theme of my map, I generally link them this picture
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A map set above the clouds

Basically I'm hoping to manipulate the water animation and textures to look like 2d moving clouds, I will also need some sort of effect that makes it look like clouds are in the air, it would be cool if they could move in a direction

There's areas in the map where the player will often be freefalling. I'm hoping if it's possible to have a hud effect or change the rain code interstate has to make clouds woosh by you. Similar to this just cause 2 video just watch it at 2:00 and you will see what I mean
http://www.youtube.com/watch?v=gXYaemoE5QI#t=2m0s


If anyone can lead me into the direction of how to do do this or do it all for me I will have your babies
Last edited by Shrooms on Tue Sep 07, 2010 1:35 am, edited 2 times in total.
Jeronimo
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Re: moving clouds effect and more couds stuff request

Post by Jeronimo »

Nice idea!

In the map "DC No Fly Zone" they use static objects which are simple plains with a semi-transparent white texture on it. Maybe you could do something similar but use a 3D mesh and make it a spawnable object with a slow rocket engine, so it can move around the map and respawn automatically at its borders, with dynamic respawn times so the different clouds overlap each other and always look a bit different.

Another idea: Only use white smoke effects, don't give it a texture and complex mesh at all. Makes it look more voluminous.
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Shrooms
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Re: moving clouds effect and more couds stuff request

Post by Shrooms »

I really like that idea, could do that myself probably
Shrooms
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Re: moving clouds effect and more clouds stuff request

Post by Shrooms »

Has somebody considered taking up one of the requests? my map layout is complete, and it's now time to include this content
Shrooms
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Re: moving clouds effect and more clouds stuff request

Post by Shrooms »

I managed to grab the right skybox, checked off the list to do

I now wonder if it's possible , like boost on a car, to have wind that pushes you sideways or something, preferably a force that pushes a player upwards. I think this is the KatyushaRocket code i'm supposed to look at, any ideas?



latest screen from my map Image
Shrooms
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Re: moving clouds effect and more clouds stuff request

Post by Shrooms »

Ill try that out, but it would seem that that would affect everyplace on the map, I should specify, I'd prefer the upward force at a specific area, would adding a radius code help?
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Swaffy
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Re: moving clouds effect and more clouds stuff request

Post by Swaffy »

All I can think of is making the car engines [if I see a car racing track in that picture you provided] plane engines instead of ground vehicle engines. And if you want them to "float" better, you can add a wing or two. But It would still be nicer to have a gust of "wind" push the car up. That'd be very interesting and creative...

[Edit] You could also add a boost engine to the car, similar to what Interstate '82 has.
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Jeronimo
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Re: moving clouds effect and more clouds stuff request

Post by Jeronimo »

Hm... a rocket engine defined as "WindEngine"... Imagine you'd place one of these on each non-static object in the map, be it a vehicle or infantry. The resulting movement would depend on the mass the object has, which is realstic. The engine should be fixed on 0/0/0 of the objects, so it doesn't rotate but move them straightly.

How could one make it that the engine does always push into the same direction? Some kind of invisble rotational bundle that gets oriented automatically to a given vector? Any ideas? I remember tanks where the MG gunner doesnt turn when the turret does. Maybe that's all it would need. Put the rocket engine on something like the mounting of that MG and it will always push from the same cardinal direction. Even better: Use two rotational bundles, one for each polar coordinate. This should totally equal out any movement you do with your vehicle.

Then, with the clouds scurring over the map, you'd have some nice BC2 like visible wind effect. 8-)
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Shrooms
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Re: moving clouds effect and more clouds stuff request

Post by Shrooms »

lets put this windforce idea on a hold, I might just think of somethng else.

now a main concern of mine is making it possible to make part of the terrain transparent. I tried using editor42 and texturing with a transparent.png file but it just showed up black ingame and in the editor. Suggestions?
Jeronimo
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Re: moving clouds effect and more clouds stuff request

Post by Jeronimo »

Jeronimo wrote:I remember tanks where the MG gunner doesnt turn when the turret does. Maybe that's all it would need. Put the rocket engine on something like the mounting of that MG and it will always push from the same cardinal direction.
Nope, doesn't work.
Trying to make a space map for Galactic Conquest where you'd chase a ship through space, needing some kind of force that pushes the fighters backwards when not flying straight forward, I searched for that tank to find out how it's done. It's the T54 in EoD (might have been taken from BFV). It has an extra rotationalBundle between the turret and the MG which always turns exactly in the opposite angle of what the turret turns, thus neutralizing the rotation.

I really thought that was it. But since this can only compensate the rotation done by a PCO's input, it's no good for building something that does compensate ALL kinds of external physical influences to the rotation of the object (movement, inertia, collisions, ...). :?
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