#1
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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 |
#2
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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 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 |
#3
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Weather mis.
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.
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__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals |
#4
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Quote:
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#5
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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 ? |
#6
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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 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 This is apparently on a list of things to be corrected at some point by the devs. Oh yeah, AI can see through clouds |
#7
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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?
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#8
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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)
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE Last edited by salmo; 07-30-2012 at 09:47 AM. |
#9
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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 |
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