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Rain


xdxxdy

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Quick question...does it rain indoors?

Yes, I don't know how is possible make clip the particles with a custom geometry, however if you want you can change the lifetime so the particles disappear before enter into the buildings but is difficoult. Another way is to use the same geometry, of aff all objects + the landscape, as an emitter then after the placement you have to increase the z level.

All the polys of the plane of emission must have the same area.

Before all ask to wolfsong how you can clip the particles with a custom geometry, is the way most easy.

Sorry for my very bad english

graw22008042516462454lj0.th.jpggraw22008042516455587yf9.th.jpggraw22008042516445972hb6.th.jpg

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Nice work xdxxdy. :ph34r: Will add to my collection here if ok?

It's only an example and can be expanded by add lightning and custom sound.

Still in need of assistance in converting a wav back to a bank file. Not looked into it tbh. Will make it a nice touch.

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Nice work xdxxdy. :ph34r: Will add to my collection here if ok?

It's only an example and can be expanded by add lightning and custom sound.

Still in need of assistance in converting a wav back to a bank file. Not looked into it tbh. Will make it a nice touch.

Hi

Yes ok you can make what you want :thumbsup:

For wave ask to BRETTZIES, he can help you, the map will become a mod.

Ps. Ciao papo :lol:

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The picts above also show fairly strong shadows indicating that the sun is also out. This does happen... but not often.

Is there some setting for "overcast"... which happens more frequently with such stratiform rain. Or make the rain start and stop and start and stop indicating showers, which is more typical if the sun is still shining.

But this IS a nice development.

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  • 5 years later...

Add Rain to any map...

here's a link to a demo

Special thanks to:

Radiator for his _rego community sounds project (and wiki tutorial !!)

Brettzie for illustrating his method (by my reverse-engineering his mod)

Xdxxdy for showing us this is possible

Using an un-bundled mission modifier

(simply creating eg, mission05 folder inside the english/levels folder)

I Included these 3 folders (4 files) for the Rain Anim (from Xdxxdy's calavera example)

english/effects/e_rain.xml
english/objects/rain.diesel

english/objects/rain.xml
english/units/u_rain.xml



Copy a misson xml/world.xml and xml/unit_list.xml to a new ..

english/levels/mission_name/xml folder

world.xml --> find <sounds>, copy, paste and rename a sound

<sound name="generic4" cue="e_rain_main">
<position pos_x="52085" pos_y="42165" pos_z="5625"/>
</sound>



unit_list.xml -->

find alphabetically a slot for your rain e.g <unit name ="rattlesnake" >,
copy, paste this line

<unit name="rain" amount="1"/>


---> Setting up the sound

http://graw2.pbworks.com/w/page/25463779/Adding%20New%20Custom%20Sounds

Using Radiators Community Custom Sound Modifier which involves having the following structure.

english/levels/sound/ -->

a copy of the original (patch.bundle) sound/settings.xml
a custom_sounds.xml (from Radiators tutorial, or Brettzies etc)
a sound_rego_rain.xml (I've not registered (yet), and whilst not sharing added a rain_modifier.xml(+)
a rain_sounds.xml (I created this one as not registered with Radiator's Project)


(if using johntc02,Brettzies or any other sound modified addon, use their settings.xml. (if it exists**)
--> add these two lines to the end of the <wavebanks> and <soundbanks> lists (if not exists**)

--> english/levels/sound/settings.xml


<xi:include href="custom_sounds.xml#xpointer(/custom_sounds/wavebanks/*)"/>
</wavebanks>
<xi:include href="custom_sounds.xml#xpointer(/custom_sounds/soundbanks/*)"/>
</soundbanks>




--> english/levels/sound/sound_rego_rain.xml


<?xml version="1.0" encoding="iso-8859-1"?>
<sound_rego_rain xmlns:xi="x">
<wavebanks>
<xi:include href="..\sound\rain_sounds.xml#xpointer(/rain_sounds/wavebanks/*)"/>
</wavebanks>

<soundbanks>
<xi:include href="..\sound\rain_sounds.xml#xpointer(/rain_sounds/soundbanks/*)"/>
</soundbanks>
</sound_rego_rain>



--> english/levels/sound/sound_rego_rain.xml -- (+) a created rain_modifier.xml)

<rain_sounds xmlns:xi="x">
<wavebanks>
<wavebank path="data\sound\rain\rain_wave.xml"/>
</wavebanks>
<soundbanks>
<soundbank path="data\sound\rain\rain_sound.xml"/>
</soundbanks>
</rain_sounds>


--> english/levels/sound/rain


rain_sound.xml,rain_wave.xml,e_rain_street.wav


rain_sound.xml -->

<soundbank name="rain_sound" default_wavebank="rain_wave" xmlns:xi="x">
<sound name="e_rain_street" group="ambient_loop" zero_distance="10.0" pitch="0" positioning="2d" attenuation="none" occlusion="false" reference_distance="1.0" loop="true" gain="10">
<wave name="e_rain_street"/>
</sound>
</soundbank>

rain_wave.xml -->

<wavebank name="rain_wave" dir="data/sound/rain" xmlns:xi="x">
<wave name="e_rain_street" file="e_rain_street.wav" stream="true" />
</wavebank>

...and that should do it !!

I'm working on this a mod-folder, to include stock campaign missions with rain and rain sound.

So far so good, except that the rain doesn't appear in the night missions. currently trying to find out why.

EDIT -- forgot to add a small prop to the map (still testing)

basic mission edit would be

english/levels/mission_name/xml/world.xml -->

find <sounds>, copy, paste and rename a sound

<sound name="whatever" cue="e_rain_main">
<position pos_x="52085" pos_y="42165" pos_z="5625"/>
</sound>

find <small_static>, copy, paste and rename a prop (make sure ID is unique to the list)

<unit name="rain" unit_id="6578" name_id="none" cover_off="false">
<position pos_x="5777.9077" pos_y="276.49747" pos_z="-180.35384"/>
<rotation yaw="0" pitch="0" roll="0"/>
</unit>
</small_static>


english/levels/mission_name/xml/unit_list.xml -->

find alphabetically a slot for your rain e.g <unit name ="rattlesnake" >,
copy, paste this line


<unit name="rain" amount="1"/>


Edited by Palyarmerc
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