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Rain Some tweaking and so on Rate Topic: -----

#1 User is offline   SVRy_Steve 

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Posted 27 January 2014 - 06:52 PM

I've been fiddling with the raindrop image, making it a bit smaller, with a lot less tail. I think it looks better this way, more like the rain in the Pacific Northwest anyhow. But... the hardest it will rain just isn't hard enough! Alt + = makes it come down more, but just about 1/4 of what a real downpour should be. Can the "volume" be increased?

Attached Image: rain1.jpg

Again, thanks for all the improvements!

Steve

#2 User is offline   railguy 

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Posted 27 January 2014 - 08:53 PM

That looks nice. I agree--more intense rain (and snow), but with much smaller drips and flackes would be nice. I remember reading that the developers are concerned that making precipitation more intense really starts to eat up computer resources--enough that it could choke some lower end computers. I'd sure like to have it as an option, though.

#3 User is offline   gpz 

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Posted 27 January 2014 - 10:29 PM

Nvidia Rain Demo looks amazing, but unfortunately that is for a higher DirecX version of what we use.

#4 User is offline   Csantucci 

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Posted 28 January 2014 - 01:03 AM

Really amazing demo. May I know what the obstacles are to switch to DirectX10?

#5 User is offline   James Ross 

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Posted 28 January 2014 - 01:51 AM

View PostCsantucci, on 28 January 2014 - 01:03 AM, said:

Really amazing demo. May I know what the obstacles are to switch to DirectX10?


Primarily people still using Windows XP. ;)

#6 User is offline   James Ross 

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Posted 28 January 2014 - 01:54 AM

View PostSVRy_Steve, on 27 January 2014 - 06:52 PM, said:

I've been fiddling with the raindrop image, making it a bit smaller, with a lot less tail. I think it looks better this way, more like the rain in the Pacific Northwest anyhow. But... the hardest it will rain just isn't hard enough! Alt + = makes it come down more, but just about 1/4 of what a real downpour should be. Can the "volume" be increased?


You can increase the maximum by changing the limits in Weather.cs IIRC. That said, I would like to replace the rather strange way the weather currently works (you can clearly see some of the weirdness when you move the camera around while paused).

#7 User is offline   gpz 

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Posted 28 January 2014 - 02:25 AM

James, just a silent question: Wouldn't you have an intention to modify the precipitation code to use triangle list instead of point list? I'm just asking because point list is unsupported in DX10. I already tried it, but somehow I cannot make those f+!%/@&ine matrices in shader to work the way I want. So eventually I must say I failed with it. This is one of the two (or three?) things doesn't work in my own XNA4 branch.

#8 User is offline   James Ross 

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Posted 28 January 2014 - 02:33 AM

View Postgpz, on 28 January 2014 - 02:25 AM, said:

James, just a silent question: Wouldn't you have an intention to modify the precipitation code to use triangle list instead of point list? I'm just asking because point list is unsupported in DX10. I already tried it, but somehow I cannot make those f+!%/@&ine matrices in shader to work the way I want. So eventually I must say I failed with it. This is one of the two (or three?) things doesn't work in my own XNA4 branch.


Oh dear. I'd probably base it on the particle/emissions code since that is doing reasonably similar things.

#9 User is offline   rdamurphy 

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Posted 28 January 2014 - 04:57 AM

How about these choices?

Clear, Partly Cloudy, Overcast, Light Rain, Rain, Heavy Rain, Light Snow, Snow, Blizzard.

I should have them all added by the end of the week. Also, I'm adjusting the menu so, for example, Blizzard isn't available in Summer, and Rain isn't available in Winter.

Robert

#10 User is offline   rdamurphy 

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Posted 28 January 2014 - 05:01 AM

View PostJames Ross, on 28 January 2014 - 01:54 AM, said:

You can increase the maximum by changing the limits in Weather.cs IIRC. That said, I would like to replace the rather strange way the weather currently works (you can clearly see some of the weirdness when you move the camera around while paused).


Yeah, that is weird. You might have to disable camera movement while paused... but the problem should go away when you switch to particles.

Robert

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