Help adding weather effects?
#1
Posté 29 mars 2010 - 01:04
Also, how do I change the "skin" for the sky? (cloudy, clear/sunny, overcast, etc)
Any help would be appreciated. Thanks in advance!
#2
Posté 31 mars 2010 - 09:54
Modifié par -Semper-, 31 mars 2010 - 09:55 .
#3
Posté 31 mars 2010 - 10:57
#4
Posté 01 avril 2010 - 09:43
#5
Posté 01 avril 2010 - 02:53
From core_h.nss:
[dascript]
void SetCloudConditionsCustom(float[] arClouds)
{
SetAtmosphereRGB(ATM_PARAM_CLOUD_COLOR_RGB,arClouds[0],arClouds[1],arClouds[2]);
SetAtmosphere(ATM_PARAM_CLOUD_DENSITY,arClouds[3]);
SetAtmosphere(ATM_PARAM_CLOUD_SHARPNESS,arClouds[4]);
SetAtmosphere(ATM_PARAM_CLOUD_DEPTH,arClouds[5]);
SetAtmosphere(ATM_PARAM_CLOUD_RANGE_MULTIPLIER1,arClouds[6]);
SetAtmosphere(ATM_PARAM_CLOUD_RANGE_MULTIPLIER2,arClouds[7]);
}
[/dascript]
Modifié par Craig Graff, 01 avril 2010 - 02:55 .
#6
Posté 03 avril 2010 - 05:22
#7
Posté 13 avril 2010 - 12:35
Craig Graff wrote...
This is something that you can also handle in script if you are looking to apply something to an existing area. To see what values to use, first open a layout and adjust the exported area properties.
From core_h.nss:
[dascript]
void SetCloudConditionsCustom(float[] arClouds)
{
SetAtmosphereRGB(ATM_PARAM_CLOUD_COLOR_RGB,arClouds[0],arClouds[1],arClouds[2]);
SetAtmosphere(ATM_PARAM_CLOUD_DENSITY,arClouds[3]);
SetAtmosphere(ATM_PARAM_CLOUD_SHARPNESS,arClouds[4]);
SetAtmosphere(ATM_PARAM_CLOUD_DEPTH,arClouds[5]);
SetAtmosphere(ATM_PARAM_CLOUD_RANGE_MULTIPLIER1,arClouds[6]);
SetAtmosphere(ATM_PARAM_CLOUD_RANGE_MULTIPLIER2,arClouds[7]);
}
[/dascript]
So how do I open a layout? Where do I find them?
#8
Posté 13 avril 2010 - 11:55
#9
Posté 16 avril 2010 - 04:58
As a starting point... I basically want to take Lothering and make it rainy (like Vigil's Keep is in Awakening).
I'm not new to modding games, just new to modding Dragon Age. It seems altering a level's weather should be simple to do... but it's not as straight forward as I thought it would be.
#10
Posté 03 mai 2010 - 02:16
Can somebody PLEASE explain to me how to add rain effects to a level? A quick step-by-step procedure would be very helpful.
#11
Posté 03 mai 2010 - 08:08
In the toolset, open files and get a level (.lvl)
In the palette window, choose model, go to fxe directory and get the fxe you need.
Place your fxe on the level, adjust settings if needed with the object inspector.
You now have to change your area properties, To do so you'll have to define an area (use the purple "+") and adjust parameters for the right atmosphere (you can also export thoses parameters).
Save.
Once all is done, you'll have to export the level (make sure you have at least put one ambient light, one starting point).
Switch to single player module. Reopen your module
render your lightmaps.
Go to Tools, Export do all local posts.
Once's done, cut/paste your directory level from single player packages to your module toolsetexport directory (in core data override).Not necessary if you are working already in single player module.
Create a new area or open an already existing one you want to use and choose the level you have exported for layout.
It should work.
Modifié par princecorg, 03 mai 2010 - 10:33 .
#12
Posté 08 mai 2010 - 12:22
When I click on the "Render Lightmaps" button, it ends up saying "Failed to submit lightmap layout" or something like that.
But how do render lightmaps? I am looking thru the DAToolset Wiki, but it's not very helpful.
#13
Posté 09 mai 2010 - 07:23
Check also that one of your waypoints is defined as starting waypoint for the level. You can add one if necessary, it doesn't matter as it is only for the level not used in the area.
#14
Posté 23 mai 2010 - 09:02
#15
Posté 23 mai 2010 - 09:35
Here's the part of the wiki you want.
Modifié par Talisander, 23 mai 2010 - 09:35 .
#16
Posté 31 mai 2010 - 05:00
Craig Graff wrote...
This is something that you can also handle in script if you are looking to apply something to an existing area. To see what values to use, first open a layout and adjust the exported area properties.
From core_h.nss:
[dascript]
void SetCloudConditionsCustom(float[] arClouds)
{
SetAtmosphereRGB(ATM_PARAM_CLOUD_COLOR_RGB,arClouds[0],arClouds[1],arClouds[2]);
SetAtmosphere(ATM_PARAM_CLOUD_DENSITY,arClouds[3]);
SetAtmosphere(ATM_PARAM_CLOUD_SHARPNESS,arClouds[4]);
SetAtmosphere(ATM_PARAM_CLOUD_DEPTH,arClouds[5]);
SetAtmosphere(ATM_PARAM_CLOUD_RANGE_MULTIPLIER1,arClouds[6]);
SetAtmosphere(ATM_PARAM_CLOUD_RANGE_MULTIPLIER2,arClouds[7]);
}
[/dascript]
I'm trying to use SetAtmosphericConditionsCustom to see if I can create a lightning effect (the idea comes from the atmosphere 2DA), but I'm not sure how to refer to the values (for example, 1 to 7 in the above quote) in the SetCloudConditionsCustom(float[] arClouds) line. I get that I'm supposed to use an array, but I tried to look for information about c++ arrays online but they only further confused me ><.
Would anyone be able to give an example using the code in the quote above?
Thanks!
#17
Posté 31 mai 2010 - 05:21
float[] cloudarray; cloudarray[0] = value; cloudarray[1] = value; ... cloudarray[7] = value; SetCloudConditionsCustom( cloudarray );
the 'value' is actual floating-point number you want that particular parameter to have.
edit: that said, for the lighting effect you'll probably want to adjust just the colour of clouds so you can probably get away with direct call like:
SetAtmosphereRGB( ATM_PARAM_CLOUD_COLOR_RGB, ColourR, ColourG, ColourB );for quick flash and then use another SetAtmosphereRGB() to restore the regular colour. ColourR, ColourG and ColourB would be floating-point values defining RGB components of the colour you want to apply.
Modifié par tmp7704, 31 mai 2010 - 05:29 .
#18
Posté 31 mai 2010 - 07:08
For thunder I figure PlaySound would work.
For the lightning VFX, maybe a SetObjectActive on the VFX placeable (do they even have an active/inactive toggle?) or setting the lightning as the spawn VFX of an invisible placeable in the sky.
Assuming this even works (and looks good), do you have any suggestions on how this could be made somewhat random so every lightning strike doesnt have to be triggered manually?
#19
Posté 01 juin 2010 - 02:16





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