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=mBUXyKXn ... wA&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=mBUXyKXn ... wA&index=1
And I also coded a grid for the game and have added a block system for it as well
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?
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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
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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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.
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
wil this work 4 the psp
i should not be here
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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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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)
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
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
i get some similar stuff using "attachments" stuff and color modleileilol 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.
hi, I am nahuel, I love quake and qc.
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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?
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
does fog change skybox color?
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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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?
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
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 textureMexicouger wrote:so you are saying you have a huge sphere In your map that Is inside of a box?
hi, I am nahuel, I love quake and qc.