Demonstration- Darkplaces Dynamic Day/Night/Weather system
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Demonstration- Darkplaces Dynamic Day/Night/Weather system
I have decided to code a fully dynamic day/night/weather system.
Features(WIP):
-Sun interpolates between 2 points between a given time to create a smooth Day cycle
-Day cycle interpolates colors at different parts of the day to differentiate between morning and dusk
-Night cycle with controllable time in QC
-Fully dynamic rain system (Various levels of rain, thunder with strikes).
Heres the demonstration.
http://www.youtube.com/watch?v=mBUXyKXniww&list=UUvJs3eTldPV6nBP-T_jz9wA&index=1
And I also coded a grid for the game and have added a block system for it as well

Features(WIP):
-Sun interpolates between 2 points between a given time to create a smooth Day cycle
-Day cycle interpolates colors at different parts of the day to differentiate between morning and dusk
-Night cycle with controllable time in QC
-Fully dynamic rain system (Various levels of rain, thunder with strikes).
Heres the demonstration.
http://www.youtube.com/watch?v=mBUXyKXniww&list=UUvJs3eTldPV6nBP-T_jz9wA&index=1
And I also coded a grid for the game and have added a block system for it as well

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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
Nice!
I noticed there was "mud" instead of "dust" when it was raining while you walked - do they dry up and disappear when it's not raining and it becomes day again?
I noticed there was "mud" instead of "dust" when it was raining while you walked - do they dry up and disappear when it's not raining and it becomes day again?
- Hectate
- Posts: 8
- Joined: Mon Mar 11, 2013 12:38 am
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
Yup exactly. Its still muddy some time after it rains, and eventually it all dries up and is dusty again
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
Cool. is it pure QC or engine mod as well? and will it work in traditional first person view?
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SlapMap - Posts: 4
- Joined: Sat Mar 30, 2013 7:01 pm
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
It is all done in QC. I actually think it would work just as well with any other camera angle.
Here's how it works.
-There are 2 points on a map(Preferrably placed much higher than the rest of the map, to represent a sun.)
-The 2 points are placed on oposite corners/sides of a map
- A "sun" entity will spawn a move along that path between the given time limit, while interpolating given colors as well.
So, it should be good with any FPS game.
Here's how it works.
-There are 2 points on a map(Preferrably placed much higher than the rest of the map, to represent a sun.)
-The 2 points are placed on oposite corners/sides of a map
- A "sun" entity will spawn a move along that path between the given time limit, while interpolating given colors as well.
So, it should be good with any FPS game.
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
wil this work 4 the psp
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
I don't know if you are being sarcastic or trying to take a jab at me, but assuming my acts in the past are still following me today is a mistake and offensive. No where in my post does it state "PSP", nor is there any major gramatical errors(I try my best to keep it tidy and correct, I'm human though.). None of my projects for the past couple of years have regarded any other platform but the PC with the Darkplaces engine.
I would appreciate if you would drop it and move on. Many have.
I would appreciate if you would drop it and move on. Many have.
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
Will we be able to punch trees and throw arrows on creep... I mean, fiends ? 
J/K, nice achievement dude.
J/K, nice achievement dude.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
there's a simpler way of doing it through attachments, and just simply doing avelocity to one 'planet' entity which would move a sun's position.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
leileilol wrote:there's a simpler way of doing it through attachments, and just simply doing avelocity to one 'planet' entity which would move a sun's position.
i get some similar stuff using "attachments" stuff and color mod

hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
out of curiosity, how did you change your sky box color? And can you explain a little bit more about what you mean by setattachment and avelocity on a planet entity?
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
does fog change skybox color?
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
i am using a gray (and huge) hemisphere , its a different model (layer) of the clouds, the color is changed by colordmod feature of darkplaces
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
so you are saying you have a huge sphere In your map that Is inside of a box?
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
Mexicouger wrote:so you are saying you have a huge sphere In your map that Is inside of a box?
I have a huge sphere, but not a box , the spehre is far away of the brushes. i am using q3bsp, instead of a "sky" texture i Use Common/caulk shader, so the sky is not really a sky is just an invisible texture
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
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