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Offline Icicle

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Re: Fixing VtMB Cutscenes etc.
« Reply #60 on: February 14, 2017, 09:53:02 am »
Yeah, so, it's gonna have to be rainboxes.

I just went through every particle in VPKContent with a collide section, there's just nothing there about choosing how it collides or not.  Ugh, damn game.

Anyway, I'll try making a box over the clinic to see if it has the same problem as the point emitter, and if it does, I'll just have to build several smaller boxes around the clinic entrance so it doesn't rain there.  Tedious but I just don't want rain falling out of a cement ceiling...

I suppose this is a good time to build my player location tracking system on the map then.  It will be needed to control which rainboxes are active, but I can also use it for stuff like making the police and hunters better at finding you.

Edit: Yeah, not surprisingly, the rain in the rainbox doesn't collide with the building either.  Whatever, I'll just build the boxes in the spaces between all the buildings.  It will save on framerate anyway, less space to render.
« Last Edit: February 14, 2017, 10:17:42 am by Icicle »

Offline Icicle

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Re: Fixing VtMB Cutscenes etc.
« Reply #61 on: February 14, 2017, 10:46:02 am »
Yeah ok, I have a framework of a rainbox system worked out, doesn't have the player tracking part built in yet, but I can activate rain regions by calling a python function in the console for now.  Good enough.

Gotta be careful with the rate of the particle emitters too, I tried it with the rain emitter that is already there (not the one that Psycho-A built for the pier), it pretty much murders the framerate and looks like a monsoon, so I'll tone it down...

I'm going to go an extra step and put tinier rainboxes over ledges, so it doesn't draw decals on them.  Looks bad with puddle decals forming in the air off the edge of the ledge every time a drop hits them, blech.

Also, I'm keeping the emitters that follow you for the rain fog.  Generating the fog inside the rainboxes is going to be way more costly.  Have to cut every corner possible to make the effect good without the video performance taking a big hit.
« Last Edit: February 14, 2017, 10:48:14 am by Icicle »

Offline Icicle

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Re: Fixing VtMB Cutscenes etc.
« Reply #62 on: February 15, 2017, 01:27:47 am »
Clip brushes don't block particles... maybe it's because they lack a surface property.

I need something invisible that's gonna do this for me...maybe tools_invisible. I'll try that.

There are some props like awnings stretched out from the building sides in Santa Monica, characters move under it when it's raining...but the awning doesn't do collision, so the rain is passing through it.  Similar problem to the building overhang except, I don't want to just remove the rain drops from above it - what is happening then, is some invisible hand stopping the clouds from raining in that spot?  Nope, that's no good.  I have a rain emitter without collision decals/splatter, so it doesn't look wrong when it's not hitting the ground. This is positioned in a box above the awning, but the drops are passing through the awning, so I need an invisible thing there to block them and make it look like the awning isn't phased out of reality.

Edit: No, of course not.  That would be too easy!  !@#$ Anyway lol, I'll just have to invent something that does collisions that the player can't see.  Probably just duplicate clip or tools_invisible and add a surface prop to it, then only put this special texture on the side of the brush facing into the raindrops...

Edit: I've tried every non-visible brush, even combining all of them into a single tools brush called tools_rainclip.  Only visible brush faces can block particles, it seems.  That's a drag but if I am really careful shaping my brush, I can hide it under the awning and make the rest of it NoDraw and the player won't be the wiser...

Edit: This is like pulling teeth, I don't know how many times I've said that. Ok so, even adding collision back into my rain emitter doesn't stop the drops from falling through.  The brushes under the awning (three of them to fit the shape of the awning since it dips down in the middle height-wise) all have the same cement texture as the block underneath them.  It's STILL raining through them.  WOW.  OK, I have a couple more things to try.

Edit: Oh neat so it decided once of the brushes I made is an invalid solid but never told me.  Didn't get the message until I restarted hammer. Maybe that's why the drops are passing through .................... Once this is figured out I have it figured out for every situation I need to do this, so it'll work out.....   Can only make 1 change at a time though, then recompile, or I won't know what solves it and what doesn't.......

« Last Edit: February 15, 2017, 02:37:01 am by Icicle »

Offline Icicle

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Re: Fixing VtMB Cutscenes etc.
« Reply #63 on: February 15, 2017, 03:08:13 am »
Ahh finally solved it.................. sheesh.
« Last Edit: February 15, 2017, 12:13:10 pm by Icicle »

Offline Icicle

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Re: Fixing VtMB Cutscenes etc.
« Reply #64 on: February 16, 2017, 04:17:00 pm »


So here's an aerial view of Santa Monica.

I'll have triggers setup for all the pink boxes, so when you enter one, it sets a variable tracking your location.

Meanwhile, a function is called which decides which rainboxes should be switched on, and all the others are switched off.

This way, only particle emitter boxes which are visible are being run on the map, which saves framerate and reduces lag.

Additionally, once this is done, I can have a timer tell police/hunters to move to your general location when they are hunting you, so it's not so damn easy to escape (like running into an alley like 5 feet away and crouching for 45 seconds until they give up, ridiculous).

Once the rain system is in place, that's when the real fun begins because then I can add in the thunder and lightning effects to make it seem like a storm sometimes.  It'll probably rain about 45%, storm about 15% more, and be dry the remaining 40% of the time.  I'll have it setup so it does a check every minute to determine what weather pattern is happening.
« Last Edit: February 16, 2017, 04:56:34 pm by Icicle »

Offline The Shadow Man

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Re: Fixing VtMB Cutscenes etc.
« Reply #65 on: February 16, 2017, 08:02:10 pm »


So here's an aerial view of Santa Monica.

I'll have triggers setup for all the pink boxes, so when you enter one, it sets a variable tracking your location.

Meanwhile, a function is called which decides which rainboxes should be switched on, and all the others are switched off.

This way, only particle emitter boxes which are visible are being run on the map, which saves framerate and reduces lag.

This is great

Quote
Additionally, once this is done, I can have a timer tell police/hunters to move to your general location when they are hunting you, so it's not so damn easy to escape (like running into an alley like 5 feet away and crouching for 45 seconds until they give up, ridiculous).

They don't seem to give that easy for me, I often have to dive into a sewer.

Quote
Once the rain system is in place, that's when the real fun begins because then I can add in the thunder and lightning effects to make it seem like a storm sometimes.  It'll probably rain about 45%, storm about 15% more, and be dry the remaining 40% of the time.  I'll have it setup so it does a check every minute to determine what weather pattern is happening.

Cool

Offline Raving_Neonate

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Re: Fixing VtMB Cutscenes etc.
« Reply #66 on: February 16, 2017, 08:12:51 pm »
Pretty much like Shadow Man above: only sewer diving helps. This new system though will provide a whole lot more in the dynamics department. Awesome.
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