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How do you get rain in AMRTS

Posted: Sun Aug 14, 2011 1:09 pm
by Owen
Hi everybody

I noticed in the "game.cfg" file that there is a line;

Environment()
{
Rain();
...

I wondered if rain can be added to the game and if anyone can point me to some info about it.

Owen

Re: How do you get rain in AMRTS

Posted: Tue Aug 16, 2011 8:06 pm
by Smith
It can be pointed I think, just like in the Snow doubles version that the Exf has been done. But I don t know how. You should see the soource of that map and look at it.

Re: How do you get rain in AMRTS

Posted: Wed Aug 17, 2011 6:57 am
by {EMC}Methuselah96
do you want me to give you a map with it or tell you how to do it?

Re: How do you get rain in AMRTS

Posted: Wed Aug 17, 2011 7:12 pm
by Owen
Hi Meth

Well I'd like to know how to put rain in my own maps. At this stage I can edit maps in DR2 and the edit the cfg files and put the maps back into AMRTS. I've never dealt with god files or creating new equipment or modifying characters. This means I may not understand even if you tell me. Give it a shot though :NOOB2:

Owen

Re: How do you get rain in AMRTS

Posted: Thu Aug 18, 2011 6:58 am
by {EMC}Methuselah96
here look at this
all you got to do is go in the weather menu when you're in dr2 studio
this is from the dr2 construction kit:

The Weather Menu is used to create and modify weather effects. You are allowed to create many different effects and trigger them when necessary. Weather effects can have splats that hit the ground and water when they fall. You can create many different splat types as well.
Weather Settings

Rain - Enable/Disable rain/weather effects
Sound - sound file played while rain is active
Texture - rain texture file
Blend - modulate
Color - rain rgb value
Fall - angle of rainfall
Grid/Drop - size of rain grid/number of drops in grid
Spd/Strike - speed of rain/frequency of lightning
Wid/Hgt - dimensions of rain streak
Scale - scale of streak

Ground - Unknown
Water - Unknown

Splat Settings

Splats - Enable/Disable splats
Create - Create splat type
Delete - Delete splat type

Count - number of splats in grid
Texture - splat texture file
Blend - modulate
Color - rgb value

GroundSplat - Sets weather to splat on ground surfaces
WaterSplat - Sets weather to splat on water surfaces

Min W/H - minimum dimensions of splat
Max W/H - maximum dimensions of splat
Off/Life - life of splat

Re: How do you get rain in AMRTS

Posted: Mon Aug 29, 2011 4:44 pm
by Owen
I looked at the 8snowpass files (specifically game.cfg) and the Environment section is structured just like mine. In Snowpass a few tga files are referenced (big-particle.tga, engine_rain_splash.tga etc) but I can't find any of these files in the game folders. I thought they may be part of the binaries. In my code, the RainType was regular and my Texture is engine_rain.tga. I had seen these references in other code which worked. Doesn't work in my game though.

Owen

This is from 8snowpass
------------------------------------------
Environment()
{
Rain()
{
RainType("snow")
{
BlockSize(3.451852);
Grids(8);
Count(11);
Width(0.001000);
Height(0.100000);
Scale(1.000000);
Speed(0.100000);
Color(222, 222, 222, 255);
Texture("big-particle.tga");
Blend("modulate");
MinDist(0.200000);
MaxDist(0.000000);
Direction(0.000000, -0.809017, 0.587785);
ChanceOfStrike(0.000000);
Sound("snow-wind.wav");
GroundSplat("none");
WaterSplat("none");
}

RainType("rainDef")
{
BlockSize(30.000000);
Grids(8);
Count(4);
Width(0.080000);
Height(5.000000);
Scale(1.000000);
Speed(25.000000);
Color(222, 222, 222, 255);
Texture("rain.tga");
Blend("modulate");
MinDist(0.200000);
MaxDist(0.000000);
Direction(0.000000, -0.809017, 0.587785);
ChanceOfStrike(0.000500);
Sound("rain.wav");
GroundSplat("groundDef");
WaterSplat("waterDef");
}

SplatType("groundDef")
{
Type("Ground");
Count(128);
Color(255, 255, 255, 255);
Texture("engine_rain_splash.tga");
Blend("modulate");
Centered(0);
Offset(0.060000);
MinWidth(0.080000);
MinHeight(0.020000);
MaxWidth(0.500000);
MaxHeight(1.000000);
LifeSpan(0.200000);
MinDist(1.000000);
}

SplatType("waterDef")
{
Type("Water");
Count(64);
Color(0, 255, 255, 255);
Texture("engine_rain_ring.tga");
Blend("modulate");
Centered(1);
Offset(0.060000);
MinWidth(0.100000);
MinHeight(0.100000);
MaxWidth(3.000000);
MaxHeight(3.000000);
LifeSpan(0.500000);
MinDist(1.000000);
}
}
------------------------------------------

This continues to the end of the Environment section. This works fine in the game

Re: How do you get rain - disregard last post

Posted: Mon Aug 29, 2011 5:02 pm
by Owen
Sry guys

I found the files!

Owen

Re: How do you get rain in AMRTS

Posted: Sun Sep 04, 2011 9:56 am
by Owen
i found the files but it still doesn't work for me :?

Re: How do you get rain in AMRTS

Posted: Mon Sep 05, 2011 11:40 am
by Owen
I found the files that were called in Snowy Canyon and also called in my attempt to make rain. I included these files (engine_rain_ring.tga, engine_rain.tga, etc) when I recompressed into the zwp and renamed to ".x". I assumed that the files would be there when game.cfg called for them. Do I need another declaration somewhere so that the files are usable? Has this been posted before?

Owen