Forums Index >> Modding >> Snow Mod



Page : <1> :


Lookin for a partner to help witha snow mod.

-I need someone to make a snow terrain and help with the mod.

 

Thursday, June 29, 2006 at 3:33:41 PM

And someone that can make it snow in the mod

 

Thursday, June 29, 2006 at 3:41:14 PM

Ok first off you have to have the snow emitter data and put in the special.cs you can get that from maxworks.

The snow emitter looks like this;.

//------Snow-------//

 

                                        
datablock particledata(Snow)
{
animateTexture = "1";
animTexName[0] = "game/data/shapes/tanks/BounceBump.png";
colors[0] = "0.900000 0.900000 0.900000 1.000000";
colors[1] = "0.900000 0.900000 0.900000 1.000000";
colors[2] = "0.900000 0.900000 0.900000 1.000000";
colors[3] = "0.900000 0.900000 0.900000 1.000000";
constantAcceleration = "0";
dragCoefficient = "0.5";
framesPerSec = "1";
gravityCoefficient = "-10000000";
inheritedVelFactor = "100";
lifetimeMS = "100000";
lifetimeVarianceMS = "1";
sizes[0] = "1";
sizes[1] = "5";
sizes[2] = "3";
sizes[3] = "10";
spinRandomMax = "0";
spinRandomMin = "0";
spinSpeed = "10000";
textureName = "game/data/shapes/tanks/BossGlassSpec.png";
times[0] = "1";
times[1] = "1.2";
times[2] = "1.5";
times[3] = "2";
useInvAlpha = "true";
windCoefficient = "0";
};
datablock particleemitterdata(Snowemitter)
{
className = "ParticleEmitterData";
ejectionOffset = "0";
ejectionPeriodMS = "50";
periodVarianceMS = "20";
ejectionVelocity = "500";
velocityVariance = "0.5";
lifetimeMS = "0";
lifetimeVarianceMS = "0";
orientOnVelocity = "1";
orientParticles = "0";
overrideAdvance = "false";
particleFarDist = "2048";
particles = "Snow";
phiReferenceVel = "200";
phiVariance = "360";
thetaMax = "90";
thetaMin = "60";
useEmitterColors = "0";
useEmitterSizes = "0";
};
datablock ParticleEmitterNodeData(SnowEmitterNode)
{
timeMultiple = 99;
};

 

Once you have done that you need to add static emitters to your map - these need to go in the mission file, I would suggest using no more that 4 or 5. Place these static emitters evenly across the map about 25 meters above the terrain. To do this I place a ball object using TGE where I want the emitter to be, then save the mission. Next I find the ball objects in the mission file and cut them from the mission and paste them into a note book, next I get the positions from the balls and paste them into the static emitter positions and then paste the static emitters into the mission file.

These are the static emitters (you will need to add your own positions in the way described above)

 

                                        
new ParticleEmitterNode(SnowMap1) {
Datablock = "SnowEmitterNode";
position = "your position here ";
rotation = "1 0 0 0";
scale = "1 1 1";
Emitter = "SnowEmitter";
Velocity = "1";
};
new ParticleEmitterNode(SnowMap2) {
Datablock = "SnowEmitterNode";
position = "your position here ";
rotation = "1 0 0 0";
scale = "1 1 1";
Emitter = "SnowEmitter";
Velocity = "1";
};
new ParticleEmitterNode(SnowMap3) {
Datablock = "SnowEmitterNode";
position = "your position here ";
rotation = "1 0 0 0";
scale = "1 1 1";
Emitter = "SnowEmitter";
Velocity = "1";
};
new ParticleEmitterNode(SnowMap4) {
Datablock = "SnowEmitterNode";
position = "your position here ";
rotation = "1 0 0 0";
scale = "1 1 1";
Emitter = "SnowEmitter";
Velocity = "1";
};

 

Thats how you get snow in your mod, simple really. Now fire up a server and enjoy XD

Daz

 

 

 

 

 

Last edited: Saturday, July 01, 2006 at 6:06:29 PM

Saturday, July 01, 2006 at 8:35:46 AM

Saturday, July 01, 2006 at 4:11:48 PM

Page : <1> :

insert quote insert url insert email insert image bold italic underline superscript subscript horizontal rule : : Help on using forum codes

Add comment:

HTML is disabled within comments, but ZBB Code is enabled.

Back to the top

Web site designed, maintained and funded by -z- and Dan MacDonald