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-   -   Add clouds and rain (http://forum.fulqrumpublishing.com/showthread.php?t=31959)

Hveding 05-10-2012 01:19 PM

Add clouds and rain
 
Hey guy's!
I REALLY need to know how to add clouds and rain..
I know how do ADD cloud, but can only choice between light and medium clouds, i want MORE.
And to make it rain, i have not yet discovered.

So plz give me some help how to do this :)

-Patrick

bolox 05-10-2012 05:34 PM

first off, weather is not really working/ unsupported at this time

that said you can get more than the 3 'easy' options of clear/light/medium,- but you'll need to go into fmb and look for the 'Local Weather' type in Object Properties. you have a choice of 5 types, cumulus, flat overcast, overcast, overcast with breaks and thunder(default),

Place these as you would any other object on the map.

You should see a cloud symbol on the map with a dotted ring around it. By default this will be 1000m radius.
You should also notice the object properties has gained 2 tabs, configuration and properties.

Configuration:- the 3 sections with '1000' in can be altered, 1st is radius in X direction, 2nd is radius in Y direction and the 3rd has to do with height.
Enter whatever figures you find suitable.

there are also 2 tick boxes, rain and dynamic.
Rain doesn't appear to have any rain associated with it. but dynamic can be interesting.

Properties:- the boxes and their labels are messed up so it's hard to tell what is meant to do what but feel free to play around with the sliders- it can only cause a ctd:-P
Thermal intencity seems to be the icing level

Different cloud types have different boxes.

If you look in the .mis file created there are some other variables which you could play with using notepad- you're completely on your own here:!::!:

This is based on 1.5.... not the alpha patch, which sort of makes clouds a bit redundant as they only draw out a short distance from player.

Good luck, and if you make any discoveries, please report back

hc_wolf 05-11-2012 12:39 AM

Weather mis.
 
1 Attachment(s)
Here you go. No pont in trying for the fact its not working yet. But if you would like to see how slow your PC can run then try these.

U505 05-11-2012 07:48 AM

Quote:

Originally Posted by bolox (Post 423304)
first off, weather is not really working/ unsupported at this time

that said you can get more than the 3 'easy' options of clear/light/medium,- but you'll need to go into fmb and look for the 'Local Weather' type in Object Properties. you have a choice of 5 types, cumulus, flat overcast, overcast, overcast with breaks and thunder(default),

Place these as you would any other object on the map.

You should see a cloud symbol on the map with a dotted ring around it. By default this will be 1000m radius.
You should also notice the object properties has gained 2 tabs, configuration and properties.

Configuration:- the 3 sections with '1000' in can be altered, 1st is radius in X direction, 2nd is radius in Y direction and the 3rd has to do with height.
Enter whatever figures you find suitable.

there are also 2 tick boxes, rain and dynamic.
Rain doesn't appear to have any rain associated with it. but dynamic can be interesting.

Properties:- the boxes and their labels are messed up so it's hard to tell what is meant to do what but feel free to play around with the sliders- it can only cause a ctd:-P
Thermal intencity seems to be the icing level

Different cloud types have different boxes.

If you look in the .mis file created there are some other variables which you could play with using notepad- you're completely on your own here:!::!:

This is based on 1.5.... not the alpha patch, which sort of makes clouds a bit redundant as they only draw out a short distance from player.

Good luck, and if you make any discoveries, please report back

Good explained nothing more to say :-)

Hveding 05-11-2012 01:37 PM

Thank u! I really appreciate that :)
I will skip that file, and do what U505 says.
But only one thing remains, do u know how good quality the weather have ? Or is it crap ?

bolox 05-11-2012 03:32 PM

how good quality is subjective;)- i'd suggest trying the above d/l as a quick way to look.

Basically it has potential- when it gets 'finished' in BO? (the sequel whatever it's to be called) -and it no longer causes frame rates to fall through the floor:rolleyes:

atm it only draws out a certain distance from player's plane so that it works quite well with a small height difference. However if you are at 20,000 feet and the clouds are at 2000 feet then it looks like a patch of cloud following you.
There is also some flickering of cloud textures at times.

Like I said in previous post this is not a supported feature,

While we're talking weather there is also wind to consider:- found in 'mission parameters' Flow tab(s)- you can create your own with different winds at different heights.
Just to be difficult the orientation isn't logical- ) deg=west and + degrees is anticlockwise:-P
This is apparently on a list of things to be corrected at some point by the devs.

Oh yeah, AI can see through clouds:(

Bonkin 05-11-2012 07:10 PM

Have a look at these links:

http://forum.1cpublishing.eu/showthread.php?t=25717

and

http://forum.1cpublishing.eu/showthr...t=25791&page=2

Might be useful?

salmo 07-30-2012 09:17 AM

Here's an annotated example from the weather section of a mission file.

[LocalWeather_0]
EllipticA 20000 // size of weather zone in X-axis
EllipticB 5000 // size of weather zone in Y-axis
RotAngle 0 // rotation vector for weather zone elipse
ShiftX 0 // unknown (?could be an elipse tilt vector)
ShiftY 0 // unknown (?could be an elipse tilt vector)
BaseHeight 700 // height (metres) of weather elipse
IsRain 0 // 1=rain (but not working yet)
IsDynamicEnabled 1 // Unknown
ParticipType 1 // Unknown (?not working)
DropSize 0 // Unknown (?not working)
RainPower 0 // unknown (?not working)
ThermalIntensity 10 // ?alter degree of temperature gradient/'icing'- 10 =full icing
CloudsDensity 5 // set dense of coud formations
MidSize 5 // ?alter size of 'blocks' making cloud formation, more apparent as CloudDensity is reduced
EvenLayers 5 // a parameter to define how evenly weather layers are spaced
TotalLayers 15 // number of definable layers in the weather elipse
IsThunder True // set audible thunder (but not working)
FrontThickness 3500 // front thickness
FrontWindMaxHorSpeedNear 15 // maximum wind speed
FrontWindMaxVertSpeedUp 30 // maximum updraft wind speed
FrontWindMaxVertSpeedDown 20 // maximum downdraft wind speed
FrontWindMaxTurbInClouds 15 // maximum wind turbulance
FrontWindMaxTurbInSquallZone 20 // maximum wind turbulance in squals (?not working)

bolox 07-30-2012 09:40 AM

thermal intensity seems to alter the degree of temperature gradient/'icing'- 10 =full icing (default setting!- 0-1 would be a more realistic setting for a summer BoB scenario. Thunder clouds seem to have a higher gradient to other cloud types, to me at least )

MidSize seems to alter the size of the 'blocks' making up a cloud formation- as you reduce CloudDensity these become more apparent.

This is how it appears to work for me at least

salmo 07-30-2012 09:45 AM

Thanks Bolox, edited post above with your info


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