MarZer's DWeather Mapping Reference
| File name: | DWeather_Emitters_test__300804_source.rar |
| File size: | 139.12 KB |
| Downloads this week: | 0 |
| Downloads total: | 221 |
| Date Added: | 08-30-2004 |
| Popularity: | 1% |
Short description:
This is a reference for mappers wanting to use Dynamic Weather.
Introduction
DWeather (short for Dynamic Weather) had humble beginnings. Originally, when I was building AS-MZ-HighRise, I had the idea that the rain in the level shouldn't be infinite. I wanted it to stop raining for a while, then to start raining again later on. At this point, I didn't have any coding experience at all. I harassed a coder friend and he mashed out a dodgy script that worked nicely. This had me curious. I fired up his script and edited it so that I could trigger some lights as well. I showed it to a mapper coder friend using a silly map I knocked out to demonstrate the effects and he loved it! From that point on, I've been learning more about coding and have come up with a little package that I'm quite proud of.
I initially set this page up for the Wanderlust guys (after their leader Kris had MAJOR difficulty getting a level to fade :P) so if/when they come to putting weather in their maps they will have the chance to experiment with DWeather and will have a handy reference. Please note this is not a tutorial, and as such you do not need to do/use everything listed on the page to get the desired effect. This is merely a reference for the various actor types that are used in DWeather. If you have any further questions about something, and it is not listed here, you can contact me using any one of the listed contact methods. Also, this reference assumes familiarity with many of the stock UT2004 actors, so if I mention something that you don't recognise, have a fish around the actor browser for it. If you still aren't sure, contact me.
Note that I am continuously changing the DWeather code to make it work better, optimize it etc. Because of this, you should check back here regularly to get the latest DWeather.u and read up on what has changed.
Finally, If you want to use DWeather in a map or mod, I don't mind as long as you credit me in some sort of readme!
Getting Started
Firstly, you will need the latest instalment of DWeather. HERE. Point WinRAR to your UT2004 directory and the rest should take care of itself.
These files were last updated on the 30th of August, 2004.
Secondly, open up UnrealEd. After you have fired up UnrealEd, you will need to tell it to use the DWeather code. Go to the actor browser by either clicking the button with the pawn chess piece on the top toolbar (Image) or hitting the Actor Classes tab in the editor's browser that appears on start-up. Once you are here, hit the open package button (the stock-standard windows open button). Navigate to your UT2004/System directory and open up DWeather.u.
Initially, it will appear as if nothing has happened except the list in the Actor Browser has collapsed back to Actor. Expand the list and OH NOES! It all looks the same as it did before. That's because the various DWeather actors subclass existing actors, so you have to dig to find them. The different types of placeable actors are (colour coded according to type):
DWAmbientSound
DWChargingLight
DWFadingLight
DWSunLight
DWTriggerLight
DWLight
DWStaticMesh
DWTimedTrigger
ClientMaterialTrigger
DWWeatherEmitter
DWZoneInfo
To save you the trouble of searching through the Actor Browser, here is where to find these tasty morsels:
The different types of lights can be accessed from Actor -> Emitter -> DWParent (Image).
DWZoneInfo can be accessed from Actor -> Info -> ZoneInfo -> DWZoneInfo (Image).
DWAmbientSound can be accessed from Actor -> KeyPoint -> AmbientSound -> DWAmbientSound (Image).
DWStaticMesh can be accessed from Actor -> StaticMeshActor -> DWStaticMesh (Image).
DWTimedTrigger can be accessed from Actor -> Triggers -> DWTimedTrigger (Image).
DWWeatherEmitter can be accessed from Actor -> xWeatherEffect -> DWWeatherEmitter (Image).
ClientMaterialTrigger can be accessed from Actor -> Triggers -> MaterialTrigger -> ClientMaterialTrigger (Image).
Now that we know what there is and where to find it all, lets look at how to use it!







