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weather generator beta 1.6


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#1 ROSS_DiFiS

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Posted 27 February 2012 - 09:11

Для себя написал маленькую програмку, которая помогает, быстро создавать пресеты разных погод и сразу записывать их в папку с игрой.
В самой игре, чтобы увидеть изменение погоды, достаточно просто нажать - "начать миссию заново".
Играемся с наборами облаков, их количеством, дымкой и тут же видим это в игре.
Можно создать любое множество различных погод, которые будут отличаться друг от друга. Каждая может иметь свое название.
Чтобы эта любая ваша погода была в игре - надо включить это название погоды в файле миссии. (CloudConfig = "мое_имя_погоды\sky.ini"), и удалить файл миссии в бинарном формате "файл_миссии.bin".
Что важно - для созданной погоды не требуется режим включенных модов.
Ну или можно подменить стандартные имена погод (average, averagefog, heavy, heavyfog) - но тогда придется включать режим модов. Но зато ваша погода будет видна в игре как дефолтная.

Удобно - все созданные облака можно свалить в одну кучу или разнести по папкам наборам. Есть удобный предпросмотр облаков, чтобы не запутаться в их выборе. Так же облака каждый раз копируются в папку с игрой, т.е. можно не бояться удалять созданные погоды или экспериментировать с ними.

Ниже архив с программой, можно пользоваться в свое удовольствие.
Это пока первая пробная версия. Потом добавлю в программу закладки с еще большими настройками каждой погоды. Можно будет менять цвет неба, освещение, плотность тумана у землиу утром и т.д. Сделаю автоматическую вставку погоды в любую выбранную миссию. Но пока то что есть.
Так же кинул небольшой набор уже сделанных мною облаков. Планирую здесь же позднее выложить многие другие облака что я уже делал.

Для работы програмы нужен .Net 4

—- Google
For myself, wrote a small program that helps you quickly create presets of different weather and immediately burn them to a folder with the game.
In the game, to see the weather change, simply press - "to start the mission over again."
Play around with the sets of clouds, their number, haze and immediately see it in the game.
You can create as many different weather, which will differ from each other. Each can have its own name.
To make this place any weather was in the game - it is necessary to include the name of the file in the weather mission. (CloudConfig = "my_name_of_Wheather\sky.ini"), and the mission to remove a file in binary format "my_mission.bin"
What is important - to set up weather does not require treatment included mods.
Well, or you can replace the standard names of weather (average, averagefog, heavy, heavyfog) - but then have to include the mode of mods. But the weather will be visible to your in-game as default '.

Convenient - all created a cloud can be lumped together or spread sets on folders. There is a handy preview of the clouds, so as not to get confused in choosing them. Also, every time the clouds are copied to the folder with the game, ie can not be afraid to remove by the weather or to experiment with them.

Below is an archive of the program, you can use at your pleasure.
This is until the first trial. Then add a bookmark to the program with even more customization of each forecast. You will be able to change the color of the sky, lighting, fog density near the ground in the morning, etc. I will make the automatic insertion of weather in any selected mission. But until then it is.
Just threw a small set of clouds I have already made. I plan to put here later than many other clouds that I already did.

For the work program's needs .Net 4


Upd. 13.04.2012
weather generator beta 1.2


New:
1. Randomization, move, change order of clouds in the list (it affects the outcome).
2. Drag & Drop nj List of Clouds.
3. Separate Tabs.
4. Fast generic preview any clouds without screenshot.
5. My first-test-randomizer of clouds for the map. It not work in the RoF!!! (only test)

screenshots here:
Re: weather generator beta 1.2

Что нового:
1. Добавил рандомизацию в списке облаков (порядок следования), потому как при одинаковом наборе - но разной последовательности - картина меняется сильно.
2. Добавил туда же для удобства удаление ненужных облаков из списка, и перемещение каждого облака по списку вверх вниз, для ручного редактирования.
3. Добавил функцию перетаскивания облаков в список мышкой.
4. Разбил картинки на экране на закладки, для удобства.
5. Главное - написал модуль, который загружает облака и делает картинки предпросмотра. Теперь можно смотреть любые облака налету. Сриншоты больше не нужны. По картинке предпросмотра можно увидеть конфигурацию облака, его размер, его сложность (количество сфер) и его размер относительно карты.
6. Написал пробный генератор распределения облаков по небу. Генератор работает только в моей проге - к игре отношения не имеет. Но возможно в будущем разработчики на его основе добавят что-то подобное в игру.

Upd. Version 1.3 from 15.04.2012
Final randomisation module.
+ "Set_01", "set_02" clouds.


Upd. Version 1.4
Insert weather into .Mission and .Msnbin

Re: weather generator beta 1.3

Upd. Version 1.5
Insert weather into .list for multipleer


Upd. Version 1.6
Added compatibility with 1.30


Readme
Re: weather generator beta 1.4

Attached Files


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#2 J2_squid

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  • Posts: 3815

Posted 27 February 2012 - 09:22

Oh nice! So if i understand right mission designers can include the custom weather in their missions and it can be seen even by those without the weather generator?
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#3 ROSS_DiFiS

ROSS_DiFiS
  • Posts: 801

Posted 27 February 2012 - 09:26

yes.
You should create your own weather.
Then in the mission to write the name of your weather.
But a new folder with the weather should be copied to the computer if the mission is started in another location. File with the mission itself does not contain the weather, just link to it.
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#4 elephant

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  • Posts: 1156

Posted 27 February 2012 - 10:14

This is incredible, DiFiS!
Thank you so much!!!
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#5 hq_Jorri

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Posted 27 February 2012 - 10:17

That's wonderful! I can't wait to see this in missions.
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#6 SC/JG_Oesau

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Posted 27 February 2012 - 10:41

Great work! Will try it out now
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#7 ROSS_DiFiS

ROSS_DiFiS
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Posted 27 February 2012 - 11:02

My program is only a shell.
For it requires a large number of clouds.
At the moment I have been producing the clouds themselves.

How to made the Clouds:
Re: Do you want to create a new clouds? It's easy!
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#8 J2_Adam

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Posted 27 February 2012 - 11:26

Now we just need other clouds types like like alto stratus for winter days when the air is still and there is next to no turbulence.
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#9 ROSS_DiFiS

ROSS_DiFiS
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Posted 27 February 2012 - 11:33

the current game engine implementation of stratus for winter days clouds is not possible.
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#10 rOEN911

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Posted 27 February 2012 - 15:31

This is awesome….
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#11 ROSS_DiFiS

ROSS_DiFiS
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Posted 27 February 2012 - 16:03

Made a small mistake in the code. Weather map 32x32 pixel must be in BMP format. I accidentally put it JPG filter. Now corrected and rewrote the archive. Who is critical, simply download it again.
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#12 elephant

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Posted 27 February 2012 - 18:04

Thanks!
I was wondering why I couldn't 'see' the different maps…
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#13 Laser

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Posted 27 February 2012 - 18:22

Cool! :)
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#14 J2_Adam

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Posted 27 February 2012 - 19:21

the current game engine implementation of stratus for winter days clouds is not possible.

That's too bad. Possibly in RoF 2 way, way in the furture. :D
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#15 O_Rod

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Posted 27 February 2012 - 21:06

Love the idea, more places to run and hide in :D and I need as many as I can get. :lol:
Great stuff.
Cheers
Rod
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Vitae elit Brevior


#16 elephant

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Posted 27 February 2012 - 22:39

Am I doing something wrong? :?
I tried 3 times to create and alternative heavy sky and ended up with the same result:

Attached File  rof 2012-02-27 23-26-56-51.jpg   130.92KB   541 downloads
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#17 IRFC_SmokinHole

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  • Posts: 1861

Posted 27 February 2012 - 22:59

Awesome DiFiS! Sorry but I am slower than the average humanoid. To be clear if I want my new clouds to be seen in multiplayer by the clients on the server, they must all have previously downloaded the clouds and weather conditions I created, right? Even so (if so), this is a major benefit for pre planed MP events.
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#18 RAF74_Winger

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  • Posts: 245

Posted 28 February 2012 - 02:01

Am I doing something wrong? :?
I tried 3 times to create and alternative heavy sky and ended up with the same result:

Check the fog range - if that's set to below 12km (I think) you get an overcast regardless of the cloud setting you have.

W.
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#19 Chill31

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Posted 28 February 2012 - 04:51

Tagged
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#20 ROSS_DiFiS

ROSS_DiFiS
  • Posts: 801

Posted 28 February 2012 - 05:44

Am I doing something wrong? :?
I tried 3 times to create and alternative heavy sky and ended up with the same result:

1. Post screenshot Weather_generator here.
2. What mission you run?
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#21 ROSS_DiFiS

ROSS_DiFiS
  • Posts: 801

Posted 28 February 2012 - 05:46

Awesome DiFiS! Sorry but I am slower than the average humanoid. To be clear if I want my new clouds to be seen in multiplayer by the clients on the server, they must all have previously downloaded the clouds and weather conditions I created, right? Even so (if so), this is a major benefit for pre planed MP events.

Yes. You are right.
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#22 elephant

elephant
  • Posts: 1156

Posted 28 February 2012 - 08:02

1. Post screenshot Weather_generator here.
2. What mission you run?


Attached File  WG 1.0 (heavy_01).jpg   362.95KB   623 downloads

I'm running a Pat Wilson's Campaign Generator mission,
changing original mission's heavy sky to custom heavy_01

# Mission File Version = 1.0;

Options
{
LCName = 0;
LCDesc = 1;
LCAuthor = 2;
PlayerConfig = "LuaScripts\WorldObjects\albatrosd5.txt";
Time = 14:52:0;
Date = 22.10.1917;
HMap = "graphics\landscape_autumn\height.ini";
Textures = "graphics\landscape_autumn\textures.ini";
Forests = "graphics\landscape_autumn\trees\woods.wds";
GuiMap = "swf\map\map1";
SeasonPrefix = "au";
MissionType = 0;
CloudLevel = 409;
CloudHeight = 674;
PrecLevel = 0;
PrecType = 0;
CloudConfig = "heavy_01\sky.ini";
Turbulence = 3;
TempPressLevel = 0;
Temperature = 21;
Pressure = 760;
WindLayers
{
0 : 159 : 2;
500 : 159 : 6;
1000 : 159 : 9;
2000 : 159 : 7;
5000 : 159 : 10;

:S!:
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#23 ROSS_DiFiS

ROSS_DiFiS
  • Posts: 801

Posted 28 February 2012 - 09:51

your RoF path "c:\games\Rise of Flight" ?
check exist "c:\games\Rise of Flight\data\graphics\sky\heavy_01\.."

!!! Attention ! Delete mission.BIN file. His start first.
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#24 ROSS_DiFiS

ROSS_DiFiS
  • Posts: 801

Posted 28 February 2012 - 12:23

I do a lot of new clouds on the weekend.
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#25 elephant

elephant
  • Posts: 1156

Posted 28 February 2012 - 17:51

That's great DiFiS!
Unfortunately, heavy_01, does not exist in the sky directory…
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#26 ROSS_DiFiS

ROSS_DiFiS
  • Posts: 801

Posted 28 February 2012 - 19:06

Strange. I have everything working. I checked it just now.

You click "Export"?

Attached Files


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#27 elephant

elephant
  • Posts: 1156

Posted 28 February 2012 - 21:30

Never mind, problem solved.
It was a RoF directory mistake. Entirely my fault. :oops:
The program works fine.
I generated and used a new type of average weather in a PWCG mission, with no problem.
Thanks for the help! :D

Attached File  rof 2012-02-29 00-13-54-83.jpg   108.88KB   503 downloads

Attached File  rof 2012-02-29 00-16-33-74.jpg   122KB   503 downloads

:S!:
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#28 ROSS_DiFiS

ROSS_DiFiS
  • Posts: 801

Posted 29 February 2012 - 08:33

my wallpaper

Attached Files

  • Attached File  5.jpg   155.76KB   488 downloads

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#29 =IRFC=Biggles

=IRFC=Biggles
  • Posts: 170

Posted 01 March 2012 - 18:51

Thanks very much for this DiFIS, great work! You're a star, man. :S!:
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#30 150GCT_Veltro

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  • Posts: 715

Posted 04 March 2012 - 08:32

This is really great and deserves an official 777 release.

Bravo!
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#31 SYN_Vander

SYN_Vander
  • Tester
  • Posts: 4710

Posted 04 March 2012 - 08:46

This is really great and deserves an official 777 release.

Bravo!

I second that. The best way would be to create a number of new clouds/ weather modes and ask the devs to add them to the current game.
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#32 InYourCrosshair

InYourCrosshair
  • Posts: 95

Posted 10 March 2012 - 14:15

I really wana try this out, but could someone please give clear instructions on how to get it to work, there is no directory called data/graphics/sky/heavy cloud.
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#33 J5_Rumey

J5_Rumey
  • Posts: 1180

Posted 20 March 2012 - 10:55

This is very cool Difis will try to implement for BA.
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#34 Riemann73

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  • Posts: 883

Posted 20 March 2012 - 11:20

If I understood well this will work only in "mods on". If this is correct, there's a way to check which mods people are using on a server ? There's a way to allow the login only to the pilots which are using the same mods ?
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#35 ROSS_DiFiS

ROSS_DiFiS
  • Posts: 801

Posted 20 March 2012 - 15:09

no. This weather is working in mod-off. Write the name of weather into your mission file like i say before.
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#36 Laser

Laser
  • Posts: 1611

Posted 20 March 2012 - 15:33

I confess i didn't look very much inside the program - but i understand that you have a number of predefined clouds which you make beforehand and provide with the program. If so, my question is (this, because i remember some old thread about the clouds format): isn't it possible to generate the clouds entirely from formulas? So that you can give a formula and - voila - you generate the cloud file, and then include it as you do now. Thanks
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#37 HotTom

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Posted 20 March 2012 - 15:57

Simply amazing!

Thank you!
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#38 J5_Rumey

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  • Posts: 1180

Posted 20 March 2012 - 16:22

Basicly if I understand it right, make a file for each of the weathers I want in bloody April, and attach them to the mission by deleting the bin file and editing the mission file with the right name for the sky. (I now can open them in my mission builder and save them with the new sky. So that I get a bin file? As for multi player I do not want the players to download the mission file, causes all kind of error and takes to long. This is the only stage I have not tested.)

Now I set up a package with the files that end up in data\graphics\sky. Make that and self unzipping file so the gents flying ba just have to point it to their RoF install. They install the sky files and I run run the missions, hey presto another dimension added to the campaign?

Already played around quite a bit today and have to say I am very impressed with what you can create with this, including adding you own clouds to it.

Attached File  1.jpg   412.63KB   848 downloads

Attached File  3.jpg   337.63KB   846 downloads

Attached File  2.jpg   431.71KB   846 downloads
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#39 ROSS_DiFiS

ROSS_DiFiS
  • Posts: 801

Posted 13 April 2012 - 13:03

weather generator beta 1.2

New:

1. Randomization, move, change order of clouds in the list (it affects the outcome).
2. Drag & Drop nj List of Clouds.
3. Separate Tabs.
4. Fast generic preview any clouds without screenshot.
5. My first-test-randomizer of clouds for the map. It not work in the RoF!!! (only test)

русский:
Что нового:
1. Добавил рандомизацию в списке облаков (порядок следования), потому как при одинаковом наборе - но разной последовательности - картина меняется сильно.
2. Добавил туда же для удобства удаление ненужных облаков из списка, и перемещение каждого облака по списку вверх вниз, для ручного редактирования.
3. Добавил функцию перетаскивания облаков в список мышкой.
4. Разбил картинки на экране на закладки, для удобства.
5. Главное - написал модуль, который загружает облака и делает картинки предпросмотра. Теперь можно смотреть любые облака налету. Сриншоты больше не нужны. По картинке предпросмотра можно увидеть конфигурацию облака, его размер, его сложность (количество сфер) и его размер относительно карты.
6. Написал пробный генератор распределения облаков по небу. Генератор работает только в моей проге - к игре отношения не имеет. Но возможно в будущем разработчики на его основе добавят что-то подобное в игру.

Attached Files


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#40 ROSS_DiFiS

ROSS_DiFiS
  • Posts: 801

Posted 13 April 2012 - 15:20

Bonus-clouds from my experiments.

Attached Files


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