View Full Version : SNOW...its possible!
urfisch
12-18-11, 07:01 AM
Inspired by two mods, the frozen harbours of LSH and the vanishing food by DivingDuck, i thought about a snow mod. And its possible! Even with restrictions.
:salute:
This is how it works:
We use the technique of how snow and rain in films are made. Its just on a certain area around the boat. This gives us the feeling of snow (no use of external camera!)
To produce the snow, we create 4 particle generators higher above the boat (in a special radius around it), which are linked via the statemachinecontroller to the forecast, the use of rainjackets or to the raincontroller itself. So, if there is rain (which is "disabled" due to an edited scene.dat), the emitters produce snow. The particle generators use a special texture for the snow, an ice crystal. This is possible. Its shown by the smoke and fire emitters, they also use certain textures. With negative values to the weight, the particles fall down and can have all properties of particles in the game. So they can fall fast, slow, wind affected, many or just a few.
Additionally there could be a texture changer controller, which is also linked to the statemachinecontrollers. It changes the texture of the boat itself, to an icy one (this already exists by tomi99), when the snow falls.
The whole mod is only producing universal snow. So it must be enabled during the winter via JSME before patrol. Using this technique, theres also the possibility giving the merchants and other ships snow textures. But this would mean, they always are snowy, even if theres no snow falling. This could also be done with the boat texture itself.
This solution isnt perfect, but its a way to have real snow in the game. As i have no experience in how using the statemachinecontrollers, this is i where asked for help now!...
If you are experienced in using them correctly, please let me know. I only can create the particle emitters (+ the texture and the functions) and link them to certain parts, but not to statemachinecontrollers.
:-?
urfisch
12-18-11, 10:32 AM
UPDATE
After some research:
- rain deactivation, no problem
- linkin particle controller to skydome, possible
- no controller for the weater state found, so we can use a texture changer (snow texture, when snowing) for the boat or other ships
all precipitations are now snow with this scene.dat i made.
http://img840.imageshack.us/img840/5971/shot1324241302.jpg
this is how it looks now. needs some finetuning, as the amount of snowflakes variies a lot sometimes. and i might rework the snowflake texture.
:know:
von Kinderei
12-18-11, 10:40 AM
WOW ... :o
Man would that be a nice add-on ... good luck :yeah:
:o
Pics, or it didn't happen :shucks:
Victor Schutze
12-18-11, 12:29 PM
Man, I am looking forward for this one! :sign_yeah:
irish1958
12-18-11, 05:25 PM
Looking good. I.suspect it will be a ton of work to get the ships all to be snow covered.
''Keep up the good work!"
Sepp von Ch.
12-18-11, 05:38 PM
Wow! Christmas is here! Looks really great!:yeah:
USS Drum
12-18-11, 05:40 PM
Just in time for Christmas.
Looking very nice.:up: This could be enabled via SH3 Commander during winter months, on a random basis, I think.
Hi urfisch,
Great idea!:yeah:
urfisch
12-19-11, 06:56 AM
bad news. im sorry guys, but the snow is now always there. seems as if adding another controller in the rain of the scene.dat is not recognized as "rain"...instead its always active.
so, without a controller which allows us to activate the snow, just when the rain is activated, theres gonna be no snow.
:-?
Hi Urfish,
Isn't possible to just change the rain texture (to a new snow texture)? This way we will have snow instead rain. The scene.dat can be easily modified to alter the rain precipitation properties. I don't know if all the properties that a particle have but we can produce just fine and sparse rain easily, and perhaps this could be enough.:hmmm:
urfisch
12-19-11, 07:42 AM
no, just tried that. the template for the rain render controller is a fixed one. without digging into the code, there is no change possible. and even adding new parameters to the rain render controller must not mean, the game accepts them. i am experimenting with the rain itself, but it looks more like an old tv screen without signal, than snow. this is due to the parameters, which create the rain particles. they are hardcoded, which means they are designed to be stripes, not particles. so we have no access to the "size"...
a workaround would be my first mentioned solution:
a particle generator linked to the turret of each boat. this works, i already tried that and it looks good as far as you dont use the external camera. but this controller needs to be linked to the state of weather, so it is only activated, when precipitations are activated. this could be achieved by using a statemachinecontroller, which allows the change of the "existance" of the snow generator, as DD used it in when creating vanishing food. this food is linked to the fuel parameters, which makes it vanish during the patrol. this technique would allow us, to have a snow generator, which is only active when certain parameters are given.
BUT SO
our generator needs to be linked to the weather report or the cloth of the watchcrew. but HOW, is the problem. i have no experience in the coding and statemachinecontroller stuff. maybe one of the coding guys could help??
:hmmm:
this is how it looks, whith editing the rain itself. you see, the drops are very small and look more like a snow drizzle, than snow flakes. but this is all you get out of the rain controller.
http://img845.imageshack.us/img845/6564/shot1324299342.jpg
http://img267.imageshack.us/img267/2176/shot1324299376.jpg
Ok , I understood. Again this can fall to the h.sie type of hardcode work...
I already messed with statemachine controllers some time ago...but I can't remember now if a statemachine controller reference to wheather state exist.
(but is easy to know taking a look at some of the act files (IIRC) where the statemachine references are described. I have not my SH3 files and tools for now (new ultimate machine, new games, new SO (W764bits), so some time needed to port all my old files and games...:DL)
Take a look on the act file to see if a linked statemachine command exist for this mod intention .:hmmm:
urfisch
12-19-11, 08:18 AM
Ok , I understood. Again this can fall to the h.sie type of hardcode work...
I already messed with statemachine controllers some time ago...but I can't remember now if a statemachine controller reference to wheather state exist.
(but is easy to know taking a look at some of the act files (IIRC) where the statemachine references are described. I have not my SH3 files and tools for now (new ultimate machine, new games, new SO (W764bits), so some time needed to port all my old files and games...:DL)
Take a look on the act file to see if a linked statemachine command exist for this mod intention .:hmmm:
we simply need something which indicates the state of weather! this could be the "weather report", or the "cloth change" of the watch crew. something, which creates a parameter we can read. other indicators for bad weather may exist somewhere, as you cant man the deckgun in bad weather. this also is done due to a parameter, which is given.
yes, h.sie might be a great help here.
Gunter Prien
12-19-11, 10:15 AM
urfisch this was very good, great idea!:up:
Madox58
12-19-11, 11:29 PM
GraphName.POSWatchR in the Turms dat file.
This is a Statemachine controller of the Men on Watch when the weather is bad.
However, I believe the actual Controller is hard coded.
But you might still be able to link to it since it does exist.
:hmmm:
urfisch
12-20-11, 06:33 AM
thanks privateer!
POSR (R=rain). yes, this seems to be for the rain watch crew. Now i "just" have to investigate, how divingduck managed to link the fruits and other food models to the fuel dial controller and do the same to the new particle controller of the snow and this watch crew statemachinecontroller. If i manage to do that, snow instead of rain might be possible.
:hmmm:
Maybe you can help a bit?
:up:
irish1958
12-20-11, 12:41 PM
I believe DD has a web page and posts on a German forum. He always has been very helpful and I am sure if you contact him he would be willing to help.
Hans Witteman
12-20-11, 01:13 PM
thanks privateer!
POSR (R=rain). yes, this seems to be for the rain watch crew. Now i "just" have to investigate, how divingduck managed to link the fruits and other food models to the fuel dial controller and do the same to the new particle controller of the snow and this watch crew statemachinecontroller. If i manage to do that, snow instead of rain might be possible.
:hmmm:
Maybe you can help a bit?
:up:
Hi mate,
Take note that some controllers work only for the inside of the boat and some controllers work only outside.
I am pretty comfortable with statemachines controller and i dont think there is one related to bad weather, a real trigger base on date or season is what we really need to advanced SH3 to the next level.
Give me such a trigger and we will do wonders with it!
Like privateer mention maybe using the POS_R and deleting only the mesh could do the trick but even if it work it wont help for seasons change because the minute you will get bad weather in July then the snow will start to fall:k_confused:
Best regards Hans
urfisch
12-20-11, 01:33 PM
Hi mate,
Take note that some controllers work only for the inside of the boat and some controllers work only outside.
I am pretty comfortable with statemachines controller and i dont think there is one related to bad weather, a real trigger base on date or season is what we really need to advanced SH3 to the next level.
Give me such a trigger and we will do wonders with it!
Like privateer mention maybe using the POS_R and deleting only the mesh could do the trick but even if it work it wont help for seasons change because the minute you will get bad weather in July then the snow will start to fall:k_confused:
Best regards Hans
if you could help me with the controllers, would be great hans. the mod is designed to be a "on demand" mod, you must activate before starting the game. so you can use it, when your career in the game is in winter season.
complutum
12-21-11, 06:28 AM
It would be awesome to have this combined with frozen harbors from LSH
Hope you could do it
urfisch
12-22-11, 06:15 AM
help is greatly appreciated!
Amaziing!
With which big mods can I use it?
blueduck
12-23-11, 10:09 AM
help is greatly appreciated!
Hello Urfish,
you are doing a great job and I think this will enhance the Frozen Harbors!
For integration into Frozen Harbors you may contact me or Veers2007 (or both :03:) via e-mail: blueduck@lsh3.com, veers@lsh3.com.
Regards
Blueduck
PS: German possible! :D
Madox58
12-23-11, 02:48 PM
if you could help me with the controllers, would be great hans. the mod is designed to be a "on demand" mod, you must activate before starting the game. so you can use it, when your career in the game is in winter season.
If you use SH3 Commander? It could be setup to automagicly use it when it should.
:yep:
I'd start by moveing a POSWatchR node and placing it above the Turm about a hundred meters or so.
In rain, the Crewman should appear at that new position.
Then start digging into how he is attached to that.
I'm pretty sure it's hard coded so you may need to create a 'fake' crewman?
urfisch
12-23-11, 06:22 PM
thanks privateer. sounds good. that might work. will set a new watchmen-node, delete the mesh and place a particle controller in it. maybe this works.
complutum
12-30-11, 10:20 AM
What about this work? Any progress on it? Hope it goes right and soon we could have snow over our heads
Sailor Steve
12-30-11, 10:34 AM
Geez, Jeff! You're a genius.
An annoying, troublemaking genius, but a genius nonetheless. :O:
urfisch
12-31-11, 07:37 AM
What about this work? Any progress on it? Hope it goes right and soon we could have snow over our heads
yes, had no time to test so far...but its still wip.
Kongo Otto
01-06-12, 09:54 PM
...but its still wip.
Gute Männer braucht man. ;)
Madox58
01-11-12, 03:33 PM
:hmmm:
I don't know why this popped into my head? But here goes....
I did some tests awhile back for the S-Boot Mod before it was ever released.
I tried to attach a vest to the Deck Crew which sadly failed due to what I did not know at that time.
:nope:
Now here's what hit me.
You can attach a node/3d whatever to an existing Crew member.
It will not move with him as it's not in the animation information SH3 uses.
(it will follow the attached point but won't turn and such)
Given that, and useing SH3 Commander?
You can create the Snow effect and maybe in 2 stages if you wished.
Light snow if no rain gear, heavier snow if rain gear is used.
:hmmm:
urfisch
01-12-12, 06:36 AM
:hmmm:
I don't know why this popped into my head? But here goes....
I did some tests awhile back for the S-Boot Mod before it was ever released.
I tried to attach a vest to the Deck Crew which sadly failed due to what I did not know at that time.
:nope:
Now here's what hit me.
You can attach a node/3d whatever to an existing Crew member.
It will not move with him as it's not in the animation information SH3 uses.
(it will follow the attached point but won't turn and such)
Given that, and useing SH3 Commander?
You can create the Snow effect and maybe in 2 stages if you wished.
Light snow if no rain gear, heavier snow if rain gear is used.
:hmmm:
great idea!
Sepp von Ch.
01-23-12, 09:38 AM
Any news about this snow-mod?
veers74
01-26-12, 10:34 AM
Hello Kaleuns.
I will say "hi" to this Forum, too.
I made the Frozen Harbours for LSH.
My englisch is to bad to post in this forum but i read here since many years.
I`m very happy someone tries to make snow for SH3.
This art of modding is to high for me.
The Frozen Harbors Commander version is still ready and I hope I can
use this comming snow mod for the Frozen Harbors too.
PLEASE let me know if there is a chance for this mod.
So I wait for upload the FH Cmdr version.
Thank you very much,
veers
http://www.lsh3.com/public/banner/lsh3_dev.gif (http://www.lsh3.com)
Living Silent Hunter III - Download - Game, Mods, Tools, Infos... (http://www.lsh3.com)
"In jedem Manne steckt ein Kind und das will spielen." Friedrich Nietzsche
Victor Schutze
01-26-12, 10:46 AM
This snow mod will really be fantastic if it comes to exist! :sunny:
irish1958
01-26-12, 07:03 PM
Hello Kaleuns.
I will say "hi" to this Forum, too.
I made the Frozen Harbours for LSH.
My englisch is to bad to post in this forum but i read here since many years.
I`m very happy someone tries to make snow for SH3.
This art of modding is to high for me.
The Frozen Harbors Commander version is still ready and I hope I can
use this comming snow mod for the Frozen Harbors too.
PLEASE let me know if there is a chance for this mod.
So I wait for upload the FH Cmdr version.
Thank you very much,
veers
http://www.lsh3.com/public/banner/lsh3_dev.gif (http://www.lsh3.com)
Living Silent Hunter III - Download - Game, Mods, Tools, Infos... (http://www.lsh3.com)
"In jedem Manne steckt ein Kind und das will spielen." Friedrich Nietzsche
Hello and welcome to SubSim
Your English is excellent. We have many posters who are not native speakers. We are interested in your ideas and input, not your grammar or spelling.
Magic1111
02-03-12, 04:54 AM
@ veers74
:salute:Hi my Friend and welcome here aboard! :salute:
Best regards to Berlin,
Magic
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