Snow Question


Ol' Noodle Head
01-15-2006, 10:42 PM
Hey fellers,

There doesn't seem to be any real variables for making good looking snowfall in DoD:S....If pre-Source could do pretty, fluffy snow like the kind that dod_kalt used, why not in Source?

The current stuff is like...falling lasers, or something. I really want a nice, realistic snow in my map...is there a way to do this ?

Changing the density just changes the number of Laser Flakes. Which would, like, be a good DoD name. Laser Flakes, I need Backup!!

travis
01-15-2006, 11:58 PM
i dont think much can be done imho, you could try some sort of elaborate model setup much like cs:s moving clouds

Zyndrome
01-16-2006, 12:16 AM
func_precipication > Weathertype: Snow

You can't specify weather yet like in DoD v1.3 through info_doddetect, which is a bit annoying, as for now you have to cover the whole thing with func_precipication brush entities. I hope to see settings for both Rain and Snow, with different presets (Light/Medium/Heavy Rain or Snowfall).

Ol' Noodle Head
01-16-2006, 12:50 AM
I hope to see settings for both Rain and Snow, with different presets (Light/Medium/Heavy Rain or Snowfall).
Do ya suppose this is something they're considering for a future update? (any inside knowledge)
you could try some sort of elaborate model setup much like cs:s moving clouds
That's a little out of my league, but maybe someone will get inspired to try that route...Anyway, thanks for the input, guys. I hadn't seen any real commentary up till this point.

ultranew_b
01-16-2006, 07:11 AM
Use func_dustmotes (change color and size)in conjunction with an env_wind in your map (to make the snow blow down).

I'm using this in my new snow map and it looks verry good.



:)

El Capitan
01-16-2006, 07:25 AM
**edit** Don't us func_precipitation unless you want fast, dense "laser" snow....if you want soft, flaky snow see my post below!

ultranew_b
01-16-2006, 07:44 AM
func_precipication creates the "laser snow" :rolleyes:

El Capitan
01-16-2006, 09:10 AM
I've just had a play around with a few entities and found the following to generate the nice flaky snow effect like dod 1.3 that you desire:

- Create a brush as big as the area you want the snow covering.

- Tie the brush to the env_embers entity with the following values:

Pitch Yaw Roll 90 0 0
Ember Type Normal
Density 200
Particle Lifetime 10
Paticle Speed 20
Ember Color 199 199 199

Ol' Noodle Head
01-16-2006, 09:24 AM
Thanks!! I will try that today.

Do you think this effect will be a real fps killer? Or would it depend on how it is combined with other factors; open spaces, etc.

I'm wondering because I need the snow to cover a very large field, and town.

El Capitan
01-16-2006, 09:36 AM
Originally posted by Ol' Noodle Head
Thanks!! I will try that today.

Do you think this effect will be a real fps killer? Or would it depend on how it is combined with other factors; open spaces, etc.

I'm wondering because I need the snow to cover a very large field, and town.

Best way is to try and see with your map. I don't see any reason why it should be.

prone ranger
01-16-2006, 10:39 AM
try combining it with a fog with a start distance around 3500 and and end distance around 4500 and a z clip of 4600 to see if that helps with the perf
it might even help to give more of a blizzerd feel with the poor visibility :)

Ol' Noodle Head
01-16-2006, 11:54 AM
Thanks proner. Yeah, I was planning on using fog with it as well.

Ol' Noodle Head
01-20-2006, 09:14 PM
For those interested in perf issues with env_embers versus func_precip, etc., Hatchetman from the Killing Grounds forums did some testing; see the showbudget results and screenshots in this thread:

http://www.akilling.org/akg/forums/topic.asp?TOPIC_ID=1702

He also nicely includes the .vmf, God bless 'im.

Miasmatic
01-21-2006, 12:10 AM
Cool. Get crackin' on the snow maps guys!















:D
I want to see a snow-covered forest map.

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