Apache Thunder's Cloud System |
Apache Thunder's Cloud System |
Sep 9 2012, 04:38 PM
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#1
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![]() poompoom500 ![]() ![]() ![]() ![]() ![]() Group: Admins Posts: 1,138 Joined: 18-May 07 From: Planet Earth - New Jersey Member No.: 3,285 |
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Sep 9 2012, 05:39 PM
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#2
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![]() Interdimensional Spy ![]() ![]() ![]() ![]() Group: Soldiers Posts: 297 Joined: 30-August 07 From: Levelland, Texas USA Member No.: 3,722 |
Yeah my thread vanished in some kind of forum bug or database mishap.
Also, all the cloud commands are still present in BFV, so there is no reason why is shouldn't work in BFV as well. This post has been edited by Apache Thunder: Sep 9 2012, 07:27 PM -------------------- ![]() I have cameras in your head! |
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Sep 10 2012, 12:47 PM
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#3
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CinC (for now) ![]() Group: Mr. Admin Posts: 5,809 Joined: 28-December 03 From: Fort Hood, TX Member No.: 46 |
Before we had the forum dump, DACV wanted to know if this could be used to simulate fog?
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Sep 11 2012, 08:24 AM
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#4
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![]() Interdimensional Spy ![]() ![]() ![]() ![]() Group: Soldiers Posts: 297 Joined: 30-August 07 From: Levelland, Texas USA Member No.: 3,722 |
I suppose one could if the settings and mesh were positioned just right. The game changes how the edges and center of the mesh appear if the cloud mesh is moved very close to the zero position. (assuming the cloud mesh used is 3D and isn't just a flat plane. The cloud mesh I used is a dome with a "lensing" added to the UVMap to alter the size of the texture as it passes through the middle) I haven't tested if it will let you put it below zero since I have not made the cloud mesh two sided.
Here's how I've got Battleaxe setup: https://www.youtube.com/watch?v=P6Uy8SOrYk8 I made it very settle, so you may have to fullscreen it in HD to see how it appears when it passed overhead. On this map I went more for a dust blowing over effect. The cloud mesh isn't occluded at the edges so that may limit what colors you have to chose from since the edges will in most cases blend into a white color. If you set fog really high to obscure most of the terrain, then the cloud mesh could be used to simulate the top of the fog? I'm not really sure as I have not tried using it that way. The cloud mesh is just like the sky box in that it isn't obscured by fog and moves with the camera (can never "reach" it in a vehicle etc). Only difference with this one is that the cloud coding takes over the behavior of the texture on the mesh and supports alpha. This post has been edited by poompoom500: Sep 11 2012, 02:47 PM -------------------- ![]() I have cameras in your head! |
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Sep 14 2012, 03:40 PM
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#5
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![]() Interdimensional Spy ![]() ![]() ![]() ![]() Group: Soldiers Posts: 297 Joined: 30-August 07 From: Levelland, Texas USA Member No.: 3,722 |
Bad news for BFV players. Cloud system seems to not work at all in BFV. Get an error in the debugger that says it's not precached. Once ingame, clouds do not appear.
Since it's impossible to "precache" the clouds due to the fact that they don't use any kind of object template system that the precache system was designed to work off of, I would have to assume clouds have been broken because of this. Perhaps the retail exe will allow this to work since i Have not tried it in that, but for now it looks like BFV can't do clouds. -------------------- ![]() I have cameras in your head! |
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Lo-Fi Version | Time is now: 19th May 2013 - 08:01 AM |