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Author Topic: Snow plugin  (Read 7676 times)

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SBOVIS

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Snow plugin
« on: March 08, 2006, 04:20:05 PM »

Hi,
    I have been using the snow plugin in a few tests and scenes, and was wondering how I can get the snow to fall only on the floor region and if it does not hit the floor region then it just falls to the bottom of the screen.


Also how can I mask the scene in certain areas so that no snow is seen.

For example a tunnel looking out on a snowy field, the snow drops in the mouth of the cave but not in the cave where the actor is.


Is this possible or is this just merely a fullscreen plugin to all the screen??


Cheers
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Mnemonic

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Re: Snow plugin
« Reply #1 on: March 09, 2006, 09:46:13 AM »

No, it's not possible to limit the area in the plugin, but you could mask it by placing some image with a hole over the snow layer. The plugin provides a StickToRegion() method, which allows you to bind the flakes to a specified region. If there some entity in the scene in front of that region, it will obstruct the flakes.
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SBOVIS

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Re: Snow plugin
« Reply #2 on: March 09, 2006, 09:57:24 AM »

ok so at the moment it Sticks to Region "floor" if I put a mask after that it will hide flakes yes??


Coool
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SBOVIS

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Re: Snow plugin
« Reply #3 on: March 09, 2006, 11:12:40 AM »

Hi , I have been testing the snow plugin and the StickToRegion(" ") command and it has no effect on the scene.

I make a region that is small, or large or to the left or right and the snow falls exactly the same.

Is there somthing I am doing wrong??

I expected the snow to only fall in certain region mmmmmmmmmm strange.

What is StickToRegion actually doing as there is no details in the demo.


Also the demo is in 800x600 my scene is in 1024 x768 and the snow does not cover the screen can this be altered?? - this maybe why it looks strange.


Cheers
« Last Edit: March 09, 2006, 11:15:44 AM by SBOVIS »
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SBOVIS

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Re: Snow plugin
« Reply #4 on: March 09, 2006, 02:30:45 PM »

I have scrapped the idea of the snow plugin now and using the weather script as it has more functionality and works better.


Does anyone have any ideas how the actor could leave footprints when he walks in a snow scene.
Also I want them to fade after a period of time.


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varnama

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Re: Snow plugin
« Reply #5 on: March 10, 2006, 02:15:44 AM »

Very easy, simply create entities (like weather script do) synchronous with character walk foot event, do a loop for waiting, and when it finish do a fade out.. Really with a little imagination and patience, you can modify this great script (doing by Jerrot) and adapt for doing all you need ;)
Byee!  8)
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SBOVIS

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Re: Snow plugin
« Reply #6 on: March 10, 2006, 09:45:57 AM »

I do not think the weather script will help me create footprints in the snow as the main actor walks.

I was under the impression of small sprites in 8 directions attached to the main actor and they appear when he walks and then fade to nothing.

But I want to know how I can attach a sprite to a sprite frame and only show it when I want it to and fade it when I want it to.

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Jerrot

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Re: Snow plugin
« Reply #7 on: March 10, 2006, 10:42:05 AM »

You might trigger events in the sprites when the foot arrives the floor. And the event handler has to generate a new entity at that location displaying the footprint.

Then you attach a little script to the new entity which makes the footprint disappear after a given time by increasing the transparency value in AlphaColor.

No, don't even ask (at least not me) for a code sample, you can do this! ;)
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Re: Snow plugin
« Reply #8 on: March 10, 2006, 10:46:07 AM »

very similar then to the footprint sounds I guess
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varnama

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Re: Snow plugin
« Reply #9 on: March 10, 2006, 10:52:25 AM »

I think I said it, "synchronous with character walk foot event", in 3d character, in definition file like:

with act3d:
 ANIMATION
« Last Edit: March 10, 2006, 10:55:29 AM by varnama »
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SBOVIS

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Re: Snow plugin
« Reply #10 on: March 10, 2006, 10:55:20 AM »

thanks for the tip I am not using 3d actors tho, just normal 2D sprites
I have the code and implemented different footsteps.
 
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Jerrot

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Re: Snow plugin
« Reply #11 on: March 10, 2006, 01:06:09 PM »

very similar then to the footprint sounds I guess

Yes, exactly, you can use the same event then. Just generate the new entity there with a script that controls the disappearing of itself.
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SBOVIS

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Re: Snow plugin
« Reply #12 on: March 10, 2006, 03:27:28 PM »

OK thanks, how about the angle of the actor, say he is moving downright if I use the footsteps sound code the entity for the footprints will be the same.

Should I create 8 scripts attached to the 8 positions all calling 8 different angled footprint graphics??
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Jerrot

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Re: Snow plugin
« Reply #13 on: March 10, 2006, 03:39:30 PM »

OK thanks, how about the angle of the actor, say he is moving downright if I use the footsteps sound code the entity for the footprints will be the same.
Should I create 8 scripts attached to the 8 positions all calling 8 different angled footprint graphics??

o_O
Come on, you are kidding me?! ;)

Of course not, why should you need 8 different? All you have to decide in your event is which sprite the engine should load for the new entity - depending on the current value of actor.Direction

Edit: Excuse my impatience please, I just had a bad day. ;)
« Last Edit: March 10, 2006, 03:41:04 PM by Jerrot »
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