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AXE

Clouds

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I've made a simple script that puts clouds in OFP. there

are 200 cloud clusters, each with 24 "particle" clouds.

here are some pics:

clouds1.jpg

clouds2.jpg

clouds3.jpg

I made it so that it is very simple to adjust the number

of clouds that are generated, and the scripts can easily

be changed to accommodate any size, color or density of the

clouds. You can even adjust the general max/min heights

of the cloud layer, and cloud positions will be randomized

within those limits. A very good thing about these clouds

is that they only require 2 scripts that are called at the

beginning of a mission, then no more scripts are needed and

the clouds last throughout the mission. This results is very

little framerate loss, even on my pIII 650mhz with a 32mb

tnt2 card and the view distance set to 5000m, I get a fairly

good framerate, and the clouds look wonderful. I have to

run OFP at 900m for smooth gameplay, and the clouds still

look good. One cool thing I noticed is that at night, things

like missiles and lightning illuminate the clouds. it is cool

to see the clouds light up as missiles fly towards you smile.gif

Anyways, i was wonder if this has all been done before, if

so I won't have to release it smile.gif

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Guest BratZ

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (AXE @ April 11 2003,03:17)</td></tr><tr><td id="QUOTE">. This results is very

little framerate loss, even on my pIII 650mhz with a 32mb

tnt2 card and the view distance set to 5000m, I get a fairly

good framerate, and the clouds look wonderful. I have to

run OFP at 900m for smooth gameplay, and the clouds still

look good.<span id='postcolor'>

Great work Axe... but you must mean a P3 650 @ 500m?

I have a Amd 1333 ,512ram and a G4 ti4200 and I cant put that slider on 5000m even at the lowest quality. (maybe if I wanted to wait like 10 minutes)

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Nope...this hasn't been done before (or at least released) AFAIK.....so release that sucker!! smile.giftounge.gifbiggrin.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BratZ @ April 10 2003,21:59)</td></tr><tr><td id="QUOTE">you must mean a P3 650 @ 500m?<span id='postcolor'>

Really? It runs awful at 5000, to the point of being

unplayable around an island, but on the desert island

which is mostly water, i can set it to 5000 and still get

about 10 - 15 fps. I can set it to 3000 and still get about

15 fps over Everon. maybe you have your texture res set

too high, i have mine @ 512 for cockpits and objects

and 128 for land textures. I run it in 16 bit mode and have

shadows off. This gives me about 15 fps @ 3000m:

dis1.jpg

about 5 fps @ 5000m

dis2.jpg

dis3.jpg

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Looks good AXE. Release it smile.gif

RED

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Does anyone know a way of detecting the weather in

a mission? Cause I would love to have dark and gloomy

clouds when it is overcast and fluffy white clouds when it

is sunny.

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Guest jacobaby

Axe,

Theres no way AFAIK, I did ask for a "getweather" or something to be included, but to no avail.

The only workaround is to set the weather in the script, and have a varied selection available, as I did with the rotor dust etc.

As a matter of interest, I can help you do a big old thunderstorm, complete with lightning if you are interested.

TJ

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AXE, just release the script(s) in whatever form you've got. I'm just a sucker for eye-candy. smile.gif

Besides, if(when) you get weather selection/detection and Jacobaby's thunderstorm in there, you can always release an update...

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jacobaby @ April 11 2003,03:17)</td></tr><tr><td id="QUOTE">As a matter of interest, I can help you do a big old thunderstorm, complete with lightning if you are interested.<span id='postcolor'>

Awsome! However I will release just the ordinary clouds

first, the thunderstorm could be version 2.0 or something smile.gif

I've also made it so that you don't need to call a script,

you just place an empty object called "Clouds (white)" or

"Clouds (dark)" anywhere on the map and it will generate

the clouds. I will also include the scripts as separate files so

you can edit the clouds for your particular mission.

BTW TJ, i've made a scripted explosion, and was wonder

how it is possible to attach it to a weapon. I tried the

Fired eventhandler, but all the variables are strings not

selectable objects. Any help?

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I'll probably release it later today or most likely tomorrow,

as it still needs some work.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jacobaby @ April 11 2003,04:17)</td></tr><tr><td id="QUOTE">As a matter of interest, I can help you do a big old thunderstorm, complete with lightning if you are interested.

TJ<span id='postcolor'>

TJ, have you made any snow effects? I was thinking of playing around with a bit of snow.

I can get a season for example in my MP missions by caculating out the mission start date. You can too. smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @ April 11 2003,15:27)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jacobaby @ April 11 2003,04:17)</td></tr><tr><td id="QUOTE">As a matter of interest, I can help you do a big old thunderstorm, complete with lightning if you are interested.

TJ<span id='postcolor'>

TJ, have you made any snow effects?  I was thinking of playing around with a bit of snow.

I can get a season for example in my MP missions by caculating out the mission start date.  You can too.  smile.gif<span id='postcolor'>

Kegetys has this in Winter Nogojev (ofp.kege.cjb.net) how to use it is in the readme, just depbo the siland.

As for making in an addon... PLEASE make one in scripting form too so we can use it in multiplayer!

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Kegetys has this in Winter Nogojev (ofp.kege.cjb.net) how to use it is in the readme, just depbo the siland.

As for making in an addon... PLEASE make one in scripting form too so we can use it in multiplayer!<span id='postcolor'>

Really? Thanks, I have his island but never noticed any snow weather. smile.gif I'll look...

EDIT: If it's not a standalone script then it's ultimately useless for any mission I want to make, since people don't want to DL whole islands for a snow effect.

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Guest jacobaby

Axe,

As regards the explosion, check out how I did the smoke rockets on the BAS Kiowas.

You will see its a compromise, as getting the position at the point before impact is tricky, but you need it.

That is unless you switch the fired weapon for yours straight away. You will soon get the idea anyway.

About snow....

Its dead easy guys, honestly, work it out. Use "cl_water" as the particle.

TJ

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jacobaby @ April 12 2003,14:43)</td></tr><tr><td id="QUOTE">About snow....

Its dead easy guys, honestly, work it out. Use "cl_water" as the particle.

TJ<span id='postcolor'>

biggrin.gif No one said it was hard. tounge.gif

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Guest jacobaby

They did in my PM box.... sad.gif

You should be able to rip Kegs script anyway and use it.

In fact, hope you dont mind kegs..here it is;

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

;

; Snowing script v1.0 by Kegetys <Kegetys@raketti.net>

; http://www.ofp.kege.cjb.net

;

; For Winter Nogojev

;

;

; Usage:

; [density] exec "\KEGnoecain_snow\script\snow.sqs"

;

; where density is the density of the snowing. If density is not specified a default of 5 is used.

; Note that the maximum working density is relative to the FPS.

;

_velocity = [0,0,-0.61]

_density = 5

? count _this > 0 : _density = _this select 0

#Begin

~0.001

_spawnDist = 35

_spawnHeight = 15

_foo = 0

#luup

_posDrop = [(getpos player select 0)-_spawnDist+(random (_spawnDist*2)), (getpos player select 1)-_spawnDist+(random (_spawnDist*2)), (getpos player select 2)+_spawnHeight]

_posDrop = [(_posDrop select 0)+((velocity vehicle player select 0)*5),(_posDrop select 1)+((velocity vehicle player select 1)*5),_posDrop select 2]

drop ["cl_water", "", "Billboard", 1, 7, _posDrop, _velocity, 1, 0.000001, 0.000, 1.4, [0.06,0.06], [[1,1,1,0], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [0,1,0,1,0,1], 0.2, 1.2, "", "", ""]

_foo = _foo + 1

? _foo < _density : goto "luup"

goto "Begin"

<span id='postcolor'>

TJ

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They look great, are you going to let us have them?  smile.gif

RED

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Guest

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @ April 13 2003,18:18)</td></tr><tr><td id="QUOTE">They look very good actually.<span id='postcolor'>

That's because they are PhotoShopped, I'd say smile.gif

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Guest BratZ

Great work guys ! And I'd like to fly my planes thru them clouds Kegetys

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