Blizzard modding atmosphere, seperate particles emitters.
#11
Posted 10 January 2022 - 09:41 AM
Thank for sharing.
I imagine Rammstein's Nebel as a soundtrack.
#12
Posted 12 January 2022 - 06:23 PM
ExRail, on 09 January 2022 - 05:58 AM, said:
Changing the snowflake.png texture only, gives a good effect when Reshade motion blur is enabled, looks too rough/sharp when not using that. See attached picture with it enabled.
The ideal solution I think would be two precipitation boxes one large with patches of snowflakes, the other a small one close to the train with only single flakes particles.
Unlinking it from the diesel smoke system and throttle settings, and getting dedicated emitters would be needed for this to be more than a demo, that only works at high speeds and special lighting/haze settings and only work on diesel trains.
Sometimes the Sun and shadow look great in snow, but Ii think the shadows intensity and sharpness should be linked to the visibility/haze/cloud cover settings so it's off in a blizzard/foggy/Heavy rain condition.
I spent time trying to figure out how the particle box works. Once the box is created, it never rotates, but looking at part of the code, you would think it would rotate. I left a commented line in the code so that you can change the camera view to outside the train so that you can zoom up above the particle box to see how it works.
#13
Posted 14 January 2022 - 03:59 PM
edwardk, on 12 January 2022 - 06:23 PM, said:
This line in precipitation.cs I'm guessing //var worldLocation = Program.Viewer.PlayerLocomotive.WorldPosition.WorldLocation;
Looking at the spawning of new particles loop, only the box height gets updated,
and the box doesn't has a compass heading property by the looks of it.
for (var i = 0; i < numToEmit; i++) { var temp = new WorldLocation(worldLocation.TileX, worldLocation.TileZ, worldLocation.Location.X + (float)((Viewer.Random.NextDouble() - 0.5) * ParticleBoxWidthM), 0, worldLocation.Location.Z + (float)((Viewer.Random.NextDouble() - 0.5) * ParticleBoxLengthM)); temp.Location.Y = Heights.GetHeight(temp, tiles, scenery); var position = new WorldPosition(temp); }
#14
Posted 14 January 2022 - 06:55 PM
#16
Posted 12 February 2022 - 06:30 PM
#17
Posted 17 February 2022 - 10:36 AM
Coonskin, on 12 February 2022 - 06:30 PM, said:
Not only that, there would be other improvements to be made in the field of precipitation .. such as the addition of localized atmospheric conditions according to the coordinates as in Flight Simulator, the management of Skydomes as happens in ETS2 and the removal of the horrendous effect. supernova that happens during the sunset .. the addition of atmospheric phenomena such as wind, storm, lightning and other of various types ..
I think that all this is the basis of a simulator .. and I hope it is brought ..!
#18
Posted 17 February 2022 - 10:46 AM
#20
Posted 26 February 2022 - 04:19 PM
scottb613, on 17 February 2022 - 10:46 AM, said:
We've had many good ideas - just no programmers with the necessary skills and interest.
cobwebs.jpg
:p
Regards,
Scott
:rotfl:
Found this picture of an end user waiting for OR environment updates...
:D