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Robster

Seasons to maps...

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or wheather to clutter... just an idea...

This morning I came with some idea to work with... and I decided to post here to see if this can be done...

As every map maker already knows, you can define clutter which is basically random vegetation and/or stones surrounding character view at low heights... well since this is defined inside island's config.cpp I was thinking that perhaps someone could make some little mod to define different types of clutter depending on current date...

I mean, for example, it would be nice to see green grass all over clafghan in spring season, but it should turn more dryish in autumn ... got the idea? (In fact, I see clafghan more dry and Mini got bored and wanted more green... that's two different tastes and both are valid and even possible) I know about that christmas pine tree made since OFP times that appeared exactly when loading map in dec 24th...

I guess that same kind of logic could apply when loading map within certain season... however i am far away from being a coder to do it so myself...

Also I know that there have been some discussion regarding tree models changing the same way, and even remember some people making summer/winter trees for official and custom maps, but afaik this would imply some sort of object replacement objects that might need to be done "on the fly" before loading map and it could be a very slow process... and that's some of the reasons why we have seen both maps for same scenery (i.e.: awesome thirsk island, and i44 maps, to name a few)...

But it's different with clutter since there you have a few lines that would need to be changed and thus there wouldn't be some noticeable delay at all... and I could be happy having our clafghan baby with some greenish clutter in spring/summer and dry grass in autumn/winter

Well, it would be a nice detail that could work even better with that weather sim released sometime ago, and it could become the beginning -better said, a following step- to see engines that truly takes advantage of date/season features... at least, while loading map (since seeing how clutter changes from season to season on a MSO enviroment -or any persistent "world"- could be possible too, on a side client basis)

So, I'll be looking forward whatever coders have to say about it... and hopefully some of our fine people can bring some brand new toy to our playgrounds... :pray:

Saludines pepones!

Edited by Robster

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I know about that christmas pine tree made since OFP times that appeared exactly when loading map in dec 24th...

I guess that same kind of logic could apply when loading map within certain season... however i am far away from being a coder to do it so myself...

This is still in the OA Engine, and was used to put the XMas trees on CWR2 Nogova. However this tech cannot be used for anything else, as it is hardcoded into the engine to replace a model with a specific name and path on a specific day with a different model with a specific path and name.

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There is as part of worlds configs:

class ReplaceObjects

{

};

This is said to have worked for OFP. If BI were to make it available again in some form or another, it probably could be done easily.

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Thanks buddies!

That is precisely the idea that holds behind the scene -i mean, the map... if "island" config works once map is loading, then it wouldn't be so difficult -hard to handle or some FPS killer- to tell to the engine/machine something like this:

IF date is between this (autumn) and this (winter) THEN REPLACE this object (green clutter ) for this one (dry clutter) (or vice versa?)

Thus, going further, i can`t hardly imagine a whole data base or names table with corresponding vegetation that would change according to season... as well as some objects has there own "dammage" properties and then some related models to make it work, also plants and trees could have their own available model where textures would basically change, I mean color and alpha textures, perhaps, to make green foliage desappear in winter...

Also, by doing this the BIS style, this "plants & trees" names table could simulate randomly changes affecting some models, i.e.: a bush could be green almost the whole year and others might turn dry at mid-late summer ... some plants live longer than others and some trees has permanent foliage -thus, these wouldn't need to be in the table cause they wouldn't change their appearance at all- and some others lose their leaves in autumn... you got the idea...

As usually there are no players inside a map during whole months... this "green" table would work each time you load the map and would work on a client side basis, so MP wouldn't be affected at all...

I just had to wait ten days to be noticed by some well known and respected members of this community... so just like a Matrix's Morpheus I have no doubt this can be done... even when it might be hard coded... the idea isn't so complex and soon or later someone will demonstrate it ... I've seen what can be done by our soldiers and arguing it's difficult is not an obstacle, on the contrary, it's a challenge to be defeated!

So, as Mr. Walker could state: "Hi all, this is the future" - a whole dynamic green enviroment for the ultimate RV engine hahahaha

Saludetes!

Edited by Robster

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Wouldn't maps need at least two different sets of textures for ground and many objects, not to mention some method of believable transformation?

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