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Falling Snow...

Modding questions, answers, help.....

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00E
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Falling Snow...

Post by 00E »

How do I get falling snow in my map? I know Dazz and CB used it in their mods... I know in Moscow for Rollerball it was snowing... I would also like to know how to get the lava, and any other thing that generates smoke, water etc... Hope you understand this...

Thanks,
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Dazzle
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Re: Falling Snow...

Post by Dazzle »

For snow and smoke you have to use particle emitters. Place a rock or some other object in TGE where you want the emitter to be ( I use a ball from the shapes/orbz folder) I call this a marker and you can delete it when you have finished, then use the position of the marker in the particle emitter like below and place these at the bottom of the mission file after all the objects and datablocks but before object write end like in the example below.

These are the snow particle emitters which you need to copy to your mission file (dont use more than 2 as it lags the server), just add in the position you want for each emitter from the marker object you placed in TGE. When you have the positions delete the marker objects from your mission file.

Snow particle emitters for mission file:

Code: Select all

// ----- Snow Emitters ----- \\
 
new ParticleEmitterNode(SnowMap1) {
Datablock = "SnowEmitterNode";
position = "89.4367 -15.6223 235";
rotation = "1 0 0 0";
scale = "1 1 1";
Emitter = "SnowEmitter";
Velocity = "1";
};

new ParticleEmitterNode(SnowMap2) {
Datablock = "SnowEmitterNode";
position = "88.7682 -104.667 235";
rotation = "1 0 0 0";
scale = "1 1 1";
Emitter = "SnowEmitter";
Velocity = "1";
};
The end of you mission file should look something like this, with the particle emitters at the end of the file and before object write end.

Code: Select all

   new Boost() {
      dataBlock = "Boost1";
      position = "349.901 144.091 468.617";
      rotation = "0.0186977 0.0566411 -0.998219 105.019";
      scale = "1 1 1";
      lightBoost = "0";
   };
   new Boost() {
      dataBlock = "Boost1";
      position = "377.874 153.083 471.881";
      rotation = "0.0353638 0.0726832 -0.996728 108.887";
      scale = "1 1 1";
      lightBoost = "0";
   };

// ----- Snow Emitters ----- \\
 
new ParticleEmitterNode(SnowMap1) {
Datablock = "SnowEmitterNode";
position = "89.4367 -15.6223 235";
rotation = "1 0 0 0";
scale = "1 1 1";
Emitter = "SnowEmitter";
Velocity = "1";
};

new ParticleEmitterNode(SnowMap2) {
Datablock = "SnowEmitterNode";
position = "88.7682 -104.667 235";
rotation = "1 0 0 0";
scale = "1 1 1";
Emitter = "SnowEmitter";
Velocity = "1";
};
   };
//--- OBJECT WRITE END ---
Once you have done that you need to add the snow emitter data into the special.cs and remember to delete the special.cs.dso to make the changes have effect. Copy the emitter into the special.cs and put it with the other emitters - you will see where they are when you look.

Snow Emitter for special.cs:

Code: Select all

//------ Snow Emitter -------//

datablock particledata(Snow)
{
animateTexture = "1";
animTexName[0] = "game/data/shapes/tanks/BounceBump.png";
colors[0] = "0.900000 0.900000 0.900000 1.000000";
colors[1] = "0.900000 0.900000 0.900000 1.000000";
colors[2] = "0.900000 0.900000 0.900000 1.000000";
colors[3] = "0.900000 0.900000 0.900000 1.000000";
constantAcceleration = "0";
dragCoefficient = "0.5";
framesPerSec = "1";
gravityCoefficient = "-10000000";
inheritedVelFactor = "100";
lifetimeMS = "100000";
lifetimeVarianceMS = "1";
sizes[0] = "1";
sizes[1] = "5";
sizes[2] = "3";
sizes[3] = "10";
spinRandomMax = "0";
spinRandomMin = "0";
spinSpeed = "10000";
textureName = "game/data/shapes/tanks/BossGlassSpec.png";
times[0] = "1";
times[1] = "1.2";
times[2] = "1.5";
times[3] = "2";
useInvAlpha = "true";
windCoefficient = "0";
};
datablock particleemitterdata(Snowemitter)
{
className = "ParticleEmitterData";
ejectionOffset = "0";
ejectionPeriodMS = "50";
periodVarianceMS = "20";
ejectionVelocity = "500";
velocityVariance = "0.5";
lifetimeMS = "0";
lifetimeVarianceMS = "0";
orientOnVelocity = "1";
orientParticles = "0";
overrideAdvance = "false";
particleFarDist = "2048";
particles = "Snow";
phiReferenceVel = "200";
phiVariance = "360";
thetaMax = "90";
thetaMin = "60";
useEmitterColors = "0";
useEmitterSizes = "0";
};
datablock ParticleEmitterNodeData(SnowEmitterNode)
{
timeMultiple = 99;
};
You do the same thing with the smoke, here are smoke emitters for Green and Blue smoke - if you want different colours copy and past one of these into notepad and change the colour and rename where applicable - then copy it into the special.cs and make some new particle emitters with the data from the emitter in the special.cs - I know that sounds complicated but its logical if you study the names in the particle emitter and the actuall emitter you will see what I mean.

Green smoke particle emitters for mission file:

Code: Select all

// ----- Green Smoke Emitters ----- \\

new ParticleEmitterNode(GreenEmitternode1) 
{
Datablock = "SmokerGreenemitternode";
position = "162.832 -125.008 452.177";
rotation = "0.0 0.0 0.0 0.0";
scale = "1 1 1";
Emitter = "SmokerGreenemitter";
Velocity = "0";
};
new ParticleEmitterNode(GreenEmitternode2) 
{
Datablock = "SmokerGreenemitternode";
position = "162.883 -157.266 452.197";
rotation = "0.0 0.0 0.0 0.0";
scale = "1 1 1";
Emitter = "SmokerGreenemitter";
Velocity = "0";
};
Green Smoke Emitter for special.cs:

Code: Select all

//------Smoker Green-------//

datablock particledata(SmokerGreen)
{
animateTexture = "1";
animTexName[0] = "game/data/shapes/tanks/smoke.png";
colors[0] = "0.015686 0.9882179999999999 0";
colors[1] = "0.015686 0.9882179999999999 0";
colors[2] = "0.015686 0.9882179999999999 0";
colors[3] = "0.015686 0.9882179999999999 0";
constantAcceleration = "0";
dragCoefficient = "10";
framesPerSec = "1";
gravityCoefficient = "100000";
inheritedVelFactor = "1";
lifetimeMS = "10000";
lifetimeVarianceMS = "500";
sizes[0] = "7";
sizes[1] = "5";
sizes[2] = "3";
sizes[3] = "10";
spinRandomMax = "90";
spinRandomMin = "-90";
spinSpeed = "10";
textureName = "game/data/shapes/tanks/BossGlassSpec.png";
times[0] = "1";
times[1] = "1.2";
times[2] = "1.5";
times[3] = "2";
useInvAlpha = "true";
windCoefficient = "0";
};

datablock particleemitterdata(SmokerGreenemitter)
{
className = "ParticleEmitterData";
ejectionOffset = "0";
ejectionPeriodMS = "80";
periodVarianceMS = "50";
ejectionVelocity = "1";
velocityVariance = "1";
lifetimeMS = "0";
lifetimeVarianceMS = "0";
orientOnVelocity = "1";
orientParticles = "0";
overrideAdvance = "false";
particleFarDist = "1000";
particles = "SmokerGreen";
phiReferenceVel = "0";
phiVariance = "360";
thetaMax = "90";
thetaMin = "90";
useEmitterColors = "0";
useEmitterSizes = "0";
};

datablock ParticleEmitterNodeData(SmokerGreenemitternode)
{
timeMultiple = 1;
};
Blue smoke particle emitters for mission file:

Code: Select all

// ----- Blue Smoke Emitters ----- \\

new ParticleEmitterNode(BlueEmitternode1) 
{
Datablock = "SmokerBlueemitternode";
position = "398.173 75.0034 459.262";
rotation = "0.0 0.0 0.0 0.0";
scale = "1 1 1";
Emitter = "SmokerBlueemitter";
Velocity = "0";
};
new ParticleEmitterNode(BlueEmitternode2) 
{
Datablock = "SmokerBlueemitternode";
position = "398.353 42.5034 459.422";
rotation = "0.0 0.0 0.0 0.0";
scale = "1 1 1";
Emitter = "SmokerBlueemitter";
Velocity = "0";
};
Blue Smoke Emitter for special.cs:

Code: Select all

//------Smoker Blue-------//

datablock particledata(SmokerBlue)
{
animateTexture = "1";
animTexName[0] = "game/data/shapes/tanks/smoke.png";
colors[0] = "0.011764499999999999 0 0.9999824999999999";
colors[1] = "0.011764499999999999 0 0.9999824999999999";
colors[2] = "0.011764499999999999 0 0.9999824999999999";
colors[3] = "0.011764499999999999 0 0.9999824999999999";
constantAcceleration = "0";
dragCoefficient = "10";
framesPerSec = "1";
gravityCoefficient = "100000";
inheritedVelFactor = "0";
lifetimeMS = "10000";
lifetimeVarianceMS = "500";
sizes[0] = "7";
sizes[1] = "5";
sizes[2] = "3";
sizes[3] = "10";
spinRandomMax = "90";
spinRandomMin = "-90";
spinSpeed = "10";
textureName = "game/data/shapes/tanks/BossGlassSpec.png";
times[0] = "1";
times[1] = "1.2";
times[2] = "1.5";
times[3] = "2";
useInvAlpha = "true";
windCoefficient = "0";
};

datablock particleemitterdata(SmokerBlueemitter)
{
className = "ParticleEmitterData";
ejectionOffset = "0";
ejectionPeriodMS = "80";
periodVarianceMS = "50";
ejectionVelocity = "1";
velocityVariance = "1";
lifetimeMS = "0";
lifetimeVarianceMS = "0";
orientOnVelocity = "1";
orientParticles = "0";
overrideAdvance = "false";
particleFarDist = "1000";
particles = "SmokerBlue";
phiReferenceVel = "0";
phiVariance = "360";
thetaMax = "90";
thetaMin = "90";
useEmitterColors = "0";
useEmitterSizes = "0";
};

datablock ParticleEmitterNodeData(SmokerBlueemitternode)
{
timeMultiple = 1;
};
I think that is enough info for now to get you started with static emitters, as for the other stuff hmmm we shall have to see.......
00E
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Re: Falling Snow...

Post by 00E »

Thanks Dazz, Good Info!
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Dazzle
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Re: Falling Snow...

Post by Dazzle »

How did you get on?

Any questions?
00E
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Re: Falling Snow...

Post by 00E »

I tested it out on a random one of my maps, works like a charm! Thanks Dazz!
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Re: Falling Snow...

Post by Dazzle »

Rock and roll :thumbup:
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