Posted: 13th Jun 2007 22:18
Hi all! =)

Sorry for the short post, and lack of information, but can somebody please give me an example of how to make 3D Rain for an ENTIRE Terrain that when it hits the terrain ground, it makes a puddle, and texture splats to make it appear as if the ground got wet, not using ANY plains, OR spheres, or cubes? (And PLEASE note that the rain drops must not be hidden by a black backdrop, I need them to look like real rain, if possible =) )

Kind of like a self-created Particle effect?

Thanks again, all, for anyone who can help me! =)

~M.W~
Posted: 13th Jun 2007 22:38
You have to have one of the object types in your list to make rain.
You also need to break this down a bit, you have a lot of requirements there...

1. Rain. It's usually done using a plain, or series of plains for the simplest implementation. You can also use a particle system, there are a few around on the forums (quite old posts), or the Particles Pack for DB pro.

2. Texture Splats. Again, plains are good. You need to make a "system" that places them at random, fades them in and out, and also scales them. It's not a simple thing to do, and will need some thought.

3. Puddles. Depends what effect you are trying to acheive. You could use a rising plain, or be creative with a reflective shader that changes over time.

What you are trying to do is actually quite complex. Look at some commercial games, and you'll soon realise that not many get weather systems right, and lots don't have a weather system at all.
Posted: 13th Jun 2007 22:41
It started getting extra difficult around the splats. And puddles? Well, sorry mate, but thats a little OTT yet
Posted: 13th Jun 2007 22:47
You have to have one of the object types in your list to make rain.
You also need to break this down a bit, you have a lot of requirements there...

1. Rain. It's usually done using a plain, or series of plains for the simplest implementation. You can also use a particle system, there are a few around on the forums (quite old posts), or the Particles Pack for DB pro.

2. Texture Splats. Again, plains are good. You need to make a "system" that places them at random, fades them in and out, and also scales them. It's not a simple thing to do, and will need some thought.

3. Puddles. Depends what effect you are trying to acheive. You could use a rising plain, or be creative with a reflective shader that changes over time.

What you are trying to do is actually quite complex. Look at some commercial games, and you'll soon realise that not many get weather systems right, and lots don't have a weather system at all.


Hi, Batvink! =)

Thanks for the help, I know it's a bit complex, but I'm up for the challenge if anyone can help me with it! =)

You see it's not so much that I want a so to say, "complex" weather effects system, it's just that I'm leaning more towards Final Fantasy and Shadow of the Colossus type stuff! =)

So if you could please direct me to where I can find a simple "particles to texture splat" code snippet, that'd be EXCELLENT! =)

Thanks once again for all of your help, everyone! ^_^

~M.W~
Posted: 13th Jun 2007 22:51
Also, I'm using Uncle Sam's Patriotic Particles system as well, so I need to know how to fix it up a bit, to texture splat, and all! =)

If you could help, that would be GREAT! =) This would be GREATLY appreciated! =)

Thanks again, all! =)

~M.W~
Posted: 13th Jun 2007 23:24
Just make an array with a shed load of plains infont of the camera, give them a random z depth then let gravity pull them down after hitting the floor play a plash anim on the plain then when it's finished place the y value back up in the sky and let it drop again.

I dunno about puddles I guess just relection plain showing through dips in the terrain.
Posted: 13th Jun 2007 23:30
plains are not necessary but a plan could be

make a big array or type for rain
containing
x,y,z,rotation,splat

make an array or type for splats
containing
x,y,z,rotation,life

make your plains and have some code that randomly sets them at different positions way in the air and assign some (i think all would be excessive) a splat of 1. move them all down at rain velocity.

When they collide with the ground or an object then check if they have a splat of 1. If they do position a splat at that rains curent position and turn it to be the correct angle. Now reposition the raindrop you just hid randomly in the air assign it a random splat value and off it goes agan.

The splats will just be faded according to their life which you will have to decrease slowly. Once they have a life of 0 they will be free for repositioning.

I'm pretty certian you can use shaders. Splinter Cell chaos theory does some nice rain which looks to be shader driven. No idea how to do it though
Posted: 14th Jun 2007 0:13
I made a code snippet here
Posted: 14th Jun 2007 16:08
I made a code snippet here


Thanks alot, Cloggy! =D I was looking for this 1, FOREVER! =D

Is there any way that you could somehow make the rain look like what it looks like when it has the color backdrop 0 parameter on, WITHOUT the color backdrop 0 on?

If so, I'd be VERY greatful! =)

Thanks alot, mate! =)

~M.W~
Posted: 14th Jun 2007 19:23
sorry but bump
Posted: 14th Jun 2007 21:14
Not quite sure what you mean, it looks the same to me when you comment out the color backdrop command, only the backdrop is blue.
Posted: 15th Jun 2007 1:22
You know you dont have to have the rain falling all over your terrain! You could have the rain drops emmit in a cube that is hidden and moves with the player object. You will use alot less particles/plains and still have the apperance of rain, snow, sand storm
Posted: 15th Jun 2007 6:58
Sorry for the short post, and lack of information, but can somebody please give me an example of how to make 3D Rain for an ENTIRE Terrain that when it hits the terrain ground, it makes a puddle, and texture splats to make it appear as if the ground got wet, not using ANY plains, OR spheres, or cubes? (And PLEASE note that the rain drops must not be hidden by a black backdrop, I need them to look like real rain, if possible =) )


store n raindrops in an array. have them all initialized at random height values. each loop, make each raindrop fall by its velocity and increase its velocity so it accelerates. then, when the height of the raindrop = the ground level, do the following two actions

1. reset the x,y coordinates to random positions (a random place on top of the cube travelling with the player, set to a big size) and reset the height to a max value (up in the sky)
2. create a temporary particle fountain at the place where the raindrop hit the ground. this will have water splash up then fall back to the ground if you have collision on the particles