Realtime weather in OR
#1
Posted 05 November 2013 - 10:57 AM
Just a thought.
#2
Posted 05 November 2013 - 07:18 PM
#3
Posted 05 November 2013 - 09:41 PM
What is it about the idea that appeals to you guys ('cuz I don't get it)?
#4
Posted 05 November 2013 - 10:14 PM
You could have the same effect simply by applying a randomizer function with a "Surprise Me" button on the menu...
#5
Posted 06 November 2013 - 12:33 AM
#6
Posted 06 November 2013 - 01:26 AM
#7
Posted 06 November 2013 - 02:45 AM
The proper effect during snowfall would be to dim all sounds at a distance - for that is the effect when there is proper snowfall - all sounds get dimmed, there is an almost eery silence.
As for the weather package : I think it would be great. I would love to have the option of showers, for instance, as well as the effect of wind on rain or snow. There is a great difference in rain just falling, or rain passing by horizontally driven by a storm force wind.
And on to the fantasy realm : wouldn't it be great if we could let the trees sway in the wind?
Regards,
Rob Roeterdink
#8
Posted 06 November 2013 - 03:08 AM
The first thing that would need to be done is to create an OR specific weather engine and a full set of default textures. In order to use FS specific weather engines these textures would need to use the FS specific filenames. Now the OR weather engine would have to be a global one to cover all route locations with the exception of the polar regions and would also need to take into account regional season variations on a global basis. It would also need to be set up in a manner that the FS weather engines could recognise and use.
#9
Posted 06 November 2013 - 03:24 AM
copperpen, on 06 November 2013 - 03:08 AM, said:
I don't think it is worthwhile to try and fit ourselves to another existing system like this; we have enough trouble with MSTS content, let's not realistically consider utilising FS weather plug-ins.
We do need a more subtle and sophisticated weather engine and we should consider what should be modelled and/or produced by it. (For example, do we model temperature to generate rain or snow?) Dynamic weather is certainly important, but should we model weather patterns moving across a route? Do we take the terrain in to account? Personally, I think we should build up to this slowly; start with a single dynamic weather and then expand to moving weather.
#10
Posted 06 November 2013 - 03:28 AM
roeter, on 06 November 2013 - 02:45 AM, said:
Yes, I meant snow. :) You have the recording too! Just go to sound folder and check snow_in.sms and snow_ex.sms. :lol:
Anyway, there are wind sounds there as well, just I don't know how to use them. First we might set up some varying wind strength calculation math, and alter sound volume based on that. And possibly also move the snowflakes based on some wind direction. Some visual effect for the rain falling onto the front window would be nice to implement too...