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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Rain or Snow Effects?
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William(Rainman)
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Rain or Snow Effects?
Does anyone know if Rain or Snow works in Unreal 1?
- Smirftsch
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Re: Rain or Snow Effects?
There is a standalone mod for Unreal 224/225/226 and it's already included in 227 (in 2 versions, one script based, one emitter based).
Sometimes you have to lose a fight to win the war.
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William(Rainman)
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Re: Rain or Snow Effects?
There is a standalone mod for Unreal 224/225/226 and it's already included in 227 (in 2 versions, one script based, one emitter based).
I just added the Weather Emitter to Nyleve and the Particles show up in squares anyway to fix that also it goes through Vortex Rikers. is there a way to make it splash when it hits a Solid Object and is there a Rain Sound i can Add?
- Hellkeeper
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Re: Rain or Snow Effects?
Rain sounds can be mimicked with fountain and waterfall sounds (AmbOutside.Looping.fountain and AmbOutside.Looping.Falls2 respectively).
The Rain/snow effect can be added with the WeatherEmitter: XparticleEmitter=>XWeatherEmitter=>WeatherEmitter. By default, the WeatherEmitter emitts in a volume (AppearAreaType=>EWA_Box) but can be set to emitt in an entire zone (EWA_Zone). Note that it may require adding more particles in ParticleCount. If you don't want particles to go through the ceiling, either make the inside of your building a separate zone, if you use EWA_Zone, or make sure the Box is not encompassing the unwanted area. You can workaround this by using several WeatherEmitters to cover an entire Area.
To make raindrops splash when hitting a solid object, set the particles do be destroyed when hitting an object (HIT_Destroy under WallHitEvent, and possibly WaterHitEvent), then add a tag under WallHitEmitter. Put this tag in a separate emitter, somewhere in the map (supposedly hidden). This emitter should be set to mimic a rainpuddle effect. However, this effect should only be possible under 227i, as 227h doesn't include the required field for the rain splash effect (if I'm not mistaken). If you don't fint the WallHitEmitter field, then you will have to wait for the release of 227i.
You might be interested in taking a look at my DmRiot which uses such rain effects and splashes (might not work entirely properly, made under a beta 227i).
The Rain/snow effect can be added with the WeatherEmitter: XparticleEmitter=>XWeatherEmitter=>WeatherEmitter. By default, the WeatherEmitter emitts in a volume (AppearAreaType=>EWA_Box) but can be set to emitt in an entire zone (EWA_Zone). Note that it may require adding more particles in ParticleCount. If you don't want particles to go through the ceiling, either make the inside of your building a separate zone, if you use EWA_Zone, or make sure the Box is not encompassing the unwanted area. You can workaround this by using several WeatherEmitters to cover an entire Area.
To make raindrops splash when hitting a solid object, set the particles do be destroyed when hitting an object (HIT_Destroy under WallHitEvent, and possibly WaterHitEvent), then add a tag under WallHitEmitter. Put this tag in a separate emitter, somewhere in the map (supposedly hidden). This emitter should be set to mimic a rainpuddle effect. However, this effect should only be possible under 227i, as 227h doesn't include the required field for the rain splash effect (if I'm not mistaken). If you don't fint the WallHitEmitter field, then you will have to wait for the release of 227i.
You might be interested in taking a look at my DmRiot which uses such rain effects and splashes (might not work entirely properly, made under a beta 227i).
Last edited by Hellkeeper on Fri Jul 06, 2012 5:27 pm, edited 1 time in total.
You must construct additional pylons.
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William(Rainman)
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Re: Rain or Snow Effects?
Thank you and Yes WallHit comes with 227h i saw it. The only major problem is even if i set the XWeatherEmitter up high above the ship near the Nali House near the top of the map, it still passes through the ship also the caves down by the waterfall behind the other Nali House, Basically the rain is passing through solid objects is there a way to decrease the Area of Effect? Ill just make a Video and show y'all in a bit that would be so much easier.Rain sounds can be mimicked with fountain and waterfall sounds (AmbOutside.Looping.fountain and AmbOutside.Looping.Falls2 respectively).
The Rain/snow effect can be added with the WeatherEmitter: XparticleEmitter=>XWeatherEmitter=>WeatherEmitter. By default, the WeatherEmitter emitts in a volume (AppearAreaType=>EWA_Box) but can be set to emitt in an entire zone (EWA_Zone). Note that it may require adding more particles in ParticleCount. If you don't want particles to go through the ceiling, either make the inside of your building a separate zone, if you use EWA_Zone, or make sure the Box is not encompassing the unwanted area. You can workaround this by using several WeatherEmitters to cover an entire Area.
To make raindrops splash when hitting a solid object, set the particles do be destroyed when hitting an object (HIT_Destroy under WallHitEvent, and possibly WaterHitEvent), then add a tag under WallHitEmitter. Put this tag in a separate emitter, somewhere in the map (supposedly hidden). This emitter should be set to mimic a rainpuddle effect. However, this effect should only be possible under 227i, as 227h doesn't include the required field for the rain splash effect (if I'm not mistaken). If you don't fint the WallHitEmitter field, then you will have to wait for the release of 227i.
You might be interested in taking a look at my DmRiot which uses such rain effects and splashes (might not work entirely properly, made under a beta 227i).
Last edited by William(Rainman) on Fri Jul 06, 2012 11:47 pm, edited 1 time in total.
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William(Rainman)
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Re: Rain or Snow Effects? With Video.
Ok here is the Video with Screenshot!
- .:..:
- OldUnreal Member
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Re: Rain or Snow Effects?
The rain appears in the zone the actor is in, so in your case either add zone portals for indoor areas or you can add "XRainRestrictionVolume" actors around the parts you don't want rain to appear (the entries to caves, under roofs etc).
About the XRainRestrictionVolume, you must match those actor's Tag with the weather emitter's Tag for it to fully work.
You can also enable directional arrow on XRainRestrictionVolume (in Advanced -> bDirectional = true) to add some orientation to the bounding box.
About the XRainRestrictionVolume, you must match those actor's Tag with the weather emitter's Tag for it to fully work.
You can also enable directional arrow on XRainRestrictionVolume (in Advanced -> bDirectional = true) to add some orientation to the bounding box.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- .:..:
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Re: Rain or Snow Effects?
No it does not work in 227h (a lot of the emitter code was changed in between actually).You might be interested in taking a look at my DmRiot which uses such rain effects and splashes (might not work entirely properly, made under a beta 227i).
In your map you might want to modify following properties on the SpriteEmitter you added for the rain water puddles:
bStasisEmitter = False
Last edited by .:..: on Sat Jul 07, 2012 9:36 am, edited 1 time in total.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- Hellkeeper
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Re: Rain or Snow Effects?
Good info, thanks. I changed the bStatis for decoration actors, although pannels and books seemed to already have it. The wheels lift's gears have alsso been modified.
The emitter has been corrected too. However, the culldistance didn't seem to affect particles at all. Thank you for taking a look, I'll be updating.
The emitter has been corrected too. However, the culldistance didn't seem to affect particles at all. Thank you for taking a look, I'll be updating.
You must construct additional pylons.
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William(Rainman)
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Re: Rain or Snow Effects?
Well Darn, i added the XRainRestrictionVolume and it didn't work because i didn't set the Tag I didn't even know you had to set a Tag. Thank you @.:..:The rain appears in the zone the actor is in, so in your case either add zone portals for indoor areas or you can add "XRainRestrictionVolume" actors around the parts you don't want rain to appear (the entries to caves, under roofs etc).
About the XRainRestrictionVolume, you must match those actor's Tag with the weather emitter's Tag for it to fully work.
Will that let me Rotate the Restriction Box?You can also enable directional arrow on XRainRestrictionVolume (in Advanced -> bDirectional = true) to add some orientation to the bounding box.
The reason I'm asking is because the box is at an Angle.
- GreatEmerald
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Re: Rain or Snow Effects?
So, all that could use to be in the wiki.
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William(Rainman)
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Re: Rain or Snow Effects?
How do you change the Particles to Rain Drops?
Because if you notice in the video the rain looks like Glass Shards.
Because if you notice in the video the rain looks like Glass Shards.
- Smirftsch
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Re: Rain or Snow Effects?
...then....put.....it....in....there....?So, all that could use to be in the wiki.
Sometimes you have to lose a fight to win the war.
- Hellkeeper
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Re: Rain or Snow Effects?
It's done, everybody calms down....then....put.....it....in....there....?So, all that could use to be in the wiki.
You must construct additional pylons.
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William(Rainman)
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Re: Rain or Snow Effects?
Thank you I searched all over Google for Unreal 1 Weather Effect tutorial and all i found was Unreal Tournament 3 Weather Effects Tutorials, its difficult trying to find Tutorials for Unreal 1 nowadays.It's done, everybody calms down....then....put.....it....in....there....?So, all that could use to be in the wiki.


