Official Soldat Forums
Soldat Talk => Game Improvements / Suggestions => Topic started by: Avarax on October 30, 2006, 12:41:36 pm
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well... a simple animation file (maybe with an editor?) + a weather picture file that would be relataed to it. of course with PNGs allowed. that would enable fog effects and stuff
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Explain a bit more, I didnt get it fully : /
There are sceneries already if thats what you need.
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well... a simple animation file (maybe with an editor?) + a weather picture file that would be relataed to it. of course with PNGs allowed. that would enable fog effects and stuff
He means weather effects, like snow, rain ect ect yeah fog would be good, gives the game a better feel it it.
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but i also mean that every mapper should be able to create new ones and give them a special animation. just like creating another new texture or scenery, eh?
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Yeah, that would be great. But, wouldn't that require a map-format change?
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Fog? Try this:
-Make your own map.
-Make sure you place all your scenery first
-Draw up an image, make it a solid square with a slight wavy-ish texture
-Place that scenery in the top corner of the map, color it to whatever you wish, have really low transparency, stretch it all the way down across your map.
I made a "night" themed map with this a while back and pulled it off really well.
However, fog is the only thing I know how to do. Making more weather effects would be nice. You should be able to pick the image that rains down, and set its weight, speed, wind direction etc. This would be pretty nice. I'd like to see peoples creations.
-Space map with falling asteroids in the background
-Hell themed map with raining fire balls
-A burning city with dust, papers, rocks, and falling debris soaked in flames
-Holiday themed map with falling confetti(?)
GIF format scenery would also be VERY nice. That way maps can have fire, flickering lights, tvs, a better representation of Bigfalls.pms
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I want rain to make you slip. Like, even if you're not on a slip-poly.
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I've seen PNG sceneries of a dynamic lighting and foggy looking things in some maps. This is amazing, how can I do this myself?
(http://www.planetsoldat.com/images/maps/inf_sofo.jpg)
^OMG! Thats so cool!
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Fog? Try this:
-Make your own map.
-Make sure you place all your scenery first
-Draw up an image, make it a solid square with a slight wavy-ish texture
-Place that scenery in the top corner of the map, color it to whatever you wish, have really low transparency, stretch it all the way down across your map.
o rly? -.-
I'm avagod, i do know that :D
still custom weather effects would provide much different options
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Well, so long as there's an easy editing program and the map format remains the same, I'm with Avarax on this one.
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Yeah, that would be great. But, wouldn't that require a map-format change?
It probably would, and that's my primary concern.
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Hmm.. it would be pretty cool. technically, you'd be able to toggle daylight and night in the same map, right? And you'd be able to make realistic lightening flashes and all.
I don't know much about modding, so I wouldn't know anything about how hard this would be to impliment, but it sure would be awesome.
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I've had this idea for ages.
New map format?
No. Another file could be attached to PMS files, WMS files. These would go in a \soldat\weather\ folder, and would be associated with a map by having the same name as the map. The PNG/BMP files would be located in the folder \soldat\weather\textures\ to limit confusion and to prevent cluttering the scenery folder. If a WMS doesn't have an association, it will just sit there, idling. If a map doesn't have a WMS file, it will go by standard soldat rules.
Constraints
The big ol' particle sheets would have eleven major variables: Chance of appearance, graphic, position (related to scenery layers) direction, speed, xscale, yscale, alpha, fadein, fadeout, and life expectancy.
-Chance of appearance: This is the chance that a particle sheet will appear, represented by minimum number of ticks waited, to longest amount of time.
-Graphic: A choice of all the BMPs and PNGs in the \soldat\weather\textures\.
-Position: Behind all, middle, or in front of everything, just like scenery.
-Direction: The direction of the sheet. This is a range variable, so it can be something like 260 to 280.
-Speed: Speed of the sheets, also a range variable.
-xscale, yscale: Pretty self-explanatory. Range variables as well.
-Alpha: Parent transparency of the weather sheets (0 to 255)
-fadein: Time it takes for a sheet to fade in from alpha 0 to the designated alpha value.
-fadeout: On sheet death, time it takes for a sheet to fade iout from the designated alpha value to alpha 0.
-Life expectancy: How long a particle can live, in ticks. Range variable again.
Edit: Maximum of four of these particle layers.
Edit Again: Changed to WMS.
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Ooh, sounds good.
But... WMP? :P
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(http://koti.mbnet.fi/herccu/misc/fall.gif)
made this over 2 years ago but the effect of leaves going down was way too fast.. also i made same kinda topic back then but no one didn't care :/
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great explanation of what i was trying to say, mistercharles :D
maybe the weather effect should also be able to change it's direction.
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Maybe... but that's a little much for a new feature, don't you think?
Ooh, sounds good.
But... WMP? :P
Whoops, I meant WMS, for weathermap, soldat. Name derives for polymap, soldat.
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I've had this idea for ages.
(Tralala)
Edit: Maximum of four of these particle layers.
Edit Again: Changed to WMS.
You forgot the sound module for each weather effect (rain and sandstorm both have respective sound effects, and probably snow, too), but other than that, I think that would be the perfectly implement the system, and still keep the maps fairly backwards compatible! Well thought out.
I like the idea, and Mistercharles's modification makes it that much better.