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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Rain on Glass?

Author Topic: Rain on Glass? (15 messages, Page 1 of 1)
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MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Mar 13, 2016 11:27 PM    Msg. 1 of 15       
Is there someone who is talent out there want to help me figure out how the heck I could accomplish this? My best bet would be a texture of some sort but even then I'm having a hard time making/finding such a texture that would work, so it would seem to need to be animated, ect. Anyone have good ideas?


Tucker933
Joined: May 27, 2010

loliporn.net


Posted: Mar 14, 2016 12:03 AM    Msg. 2 of 15       
You want a droplet-looking animation on the windshield, or just rain impact visuals?
Edited by Tucker933 on Mar 14, 2016 at 12:04 AM


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Mar 14, 2016 12:08 AM    Msg. 3 of 15       
Quote: --- Original message by: Tucker933
You want a droplet-looking animation on the windshield


Tucker933
Joined: May 27, 2010

loliporn.net


Posted: Mar 14, 2016 12:11 AM    Msg. 4 of 15       
My dynamic fluids system, coupled with aLTis' particle-based decal system would work and not be very resource-intensive, but it would take a ton of tweaking to get right.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 14, 2016 06:26 AM    Msg. 5 of 15       
Make sure you have the texture resource ready before you start thinking ahead.

Even then you would most likely need to find away to situate the effect to play off of the visor. My first instinct points to scripting but uh.......I have no idea how you would enable an effect to play off of a surface that technically doesn't exist.

And since you can't animate the HUD system for specific events you would have no choice but to manually implement the rain drop sliding effect on to the HUD.bitmaps them selves, but that would mean that once you get the effect working it would play continuously and be rather monotonous after a second or two.


Edited by Super Flanker on Mar 14, 2016 at 06:36 AM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Mar 14, 2016 07:03 AM    Msg. 6 of 15       
Maybe we can attach some kind of invisible box object to the front of the bipeds' face and have particle effects impacting the box in such a way that the impact effect particles are an expanding water ring bitmap. It should be visible in FP, and you can mess with the render distances so that no one else has to see them but the player.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 14, 2016 07:14 AM    Msg. 7 of 15       
Quote: --- Original message by: Jesse
Maybe we can attach some kind of invisible box object to the front of the bipeds' face and have particle effects impacting the box in such a way that the impact effect particles are an expanding water ring bitmap. It should be visible in FP, and you can mess with the render distances so that no one else has to see them but the player.


Perhaps...but I am highly doubtful that you will be able to procure a decent enough sprite and twin it together with an equally capable particle+effect.tag without taking a few months of R&D.

And remember that that the effect itself will not be nearly sporadic enough to pull off the overall look, that's basically the limitation of halo. I'm not saying it's impossible certainly there are plenty of other routes and sources which we haven't touched upon but the question is does anyone really have a few weeks maybe a few months spare for R&D?



Blam enjin #bestenjin.
Edited by Super Flanker on Mar 14, 2016 at 07:15 AM
Edited by Super Flanker on Mar 14, 2016 at 07:18 AM


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Mar 14, 2016 01:04 PM    Msg. 8 of 15       
Didn't make it clear, glass in general. Not the visor per say. Just a window


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 14, 2016 01:08 PM    Msg. 9 of 15       
Quote: --- Original message by: MatthewDratt
Didn't make it clear, glass in general. Not the visor per say. Just a window


Oh so a textured surface?

Easiest method would be with a material response but you would actually need to trigger the response so it wouldn't but automatic.
Edited by Super Flanker on Mar 14, 2016 at 01:08 PM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Mar 14, 2016 01:48 PM    Msg. 10 of 15       
What about shader transparent plasma? Make an animated bitmap using these for example http://opengameart.org/content/seamless-animated-raindrop-ripples-texture and it should work I guess.
Edited by altis94 on Mar 14, 2016 at 02:51 PM


Halonimator
Joined: Dec 15, 2014


Posted: Mar 14, 2016 01:52 PM    Msg. 11 of 15       
sprites


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 14, 2016 01:58 PM    Msg. 12 of 15       
Quote: --- Original message by: Halonimator
sprites


Quote: --- Original message by: Super Flanker
I am highly doubtful that you will be able to procure a decent enough sprite



Thank you for repeating what I said earlier.


Jobalisk
Joined: Feb 8, 2014

The haiku master。


Posted: Mar 14, 2016 02:50 PM    Msg. 13 of 15       
perhaps doing something similar to the Generator texture with the flashig lights, if you play SWTOR, have a look at the texture they use for rain on glass in the dromund kaas stronghold, might give you some ideas.


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: Mar 14, 2016 03:32 PM    Msg. 14 of 15       
Me use Game Maker, me laugh about the simple problem


Tucker933
Joined: May 27, 2010

loliporn.net


Posted: Mar 14, 2016 03:50 PM    Msg. 15 of 15       
Diffraction is the biggest limitation, though you can get some pretty cool visuals with new decal sprites and transparencies. The most important aspect is the flow, which is a non-issue as stated above. It's also very easy to make a sporadic effect; there are a couple of frequency bounds, you can set skip fractions, and even change emission patterns (with emitters).
Edited by Tucker933 on Mar 14, 2016 at 04:21 PM

 

 
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