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).
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?
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.
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.
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
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?
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