Shader And Weather Effects

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Revision as of 02:39, 13 October 2017 by Merlyn (talk | contribs) (Add #DIRECTED_WATER_DECALS Custom Shader parameter)
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Make sure to save any changes to your level before adding these, because typing them in is a bit fragile right now.

Be careful when adding these to not type in # with no text behind it, or you will get a ton of OpenGL errors, and and probably crash to desktop.

The trick I use is to type the word first (such as ASH), then add the # at the beginning of the word (so it becomes #ASH).

Another trick is to type these tags manually into the Scenegraph Search field below, where they do no harm. Then copy and paste it up into the script parameters above.

Particles

Create and set the GPU Particle Field level script parameter

  1. Open a level
  2. Launch the editor (F1 key. You may have to hold the FN and/or SHIFT key to get this to work)
  3. Open the Scenegraph properties (Windows -> Scenegraph or the Y key)
  4. Expand Level
  5. Expand Script Params
  6. If you do not see GPU Particle Field in the list, click the New parameter button
  7. Double click where it says Untitled parameter
  8. Type GPU Particle Field and hit ENTER

Make sure to remove this parameter if you're not using it, or you'll see a bunch of non-moving particles floating throughout the world.

Set the value of GPU Particle Field to some of these tags

Separate multiple tags using spaces. Remember to either copy in the whole tag, or type in the name before adding the preceding #, or you will likely see a lot of errors, and may crash the editor.

#ASH - Falling ash, rising smoke, and flying ember particles
#BUGS - Flying bug particles
#MOREBUGS - Increase the amount of bugs (must also define #BUGS to use this)
#FIREFLY - Flying glowing bug particles (must also define #BUGS to use this)
#WATER_DELETE - Make fireflies not appear under water (must also define #FIREFLY to use this)
#RAIN - Falling rain particles
#SNOW - Falling snow particles
#MED - Decrease the amount of snow particles (must also define #SNOW to use this)

Weather Effects/World Shaders

Create and set the Custom Shader level script parameter

  1. Open a level
  2. Launch the editor (F1 key. You may have to hold the FN and/or SHIFT key to get this to work)
  3. Open the Scenegraph properties (Windows -> Scenegraph or the Y key)
  4. Expand Level
  5. Expand Script Params
  6. If you do not see Custom Shader in the list, click the New parameter button
  7. Double click where it says Untitled parameter
  8. Type Custom Shader and hit ENTER

Set the value of Custom Shader to some of these tags

Separate multiple tags using spaces. Remember to either copy in the whole tag, or type in the name before adding the preceding #, or you will likely see a lot of errors, and may crash the editor.

#ADD_MOON - Adds glowing orb into sky (sky must be dark enough for you to see it, and can be obscured by a "sun" with a visible intensity)
#ADD_STARS - Adds twinkling dots into sky (sky must be dark enough for you to see them)
#BEACH - Adds glistening wetness to ground, and water caustics
#DAMP_FOG - Adds full screen rolling effect modifier to fog (must have some fog set in order to see this)
#DIRECTED_WATER_DECALS - Adds the ability to make the Objects/Decals/water_froth.xml water decal scroll, when modifying its green tint parameter (with CTRL + P)
#EMISSIVE - Makes the world fully bright (probably not great to keep in level, might be useful for detail work. Not guaranteed to not cause errors)
#MISTY - Adds a volumetric steamy haze effect (can see it even without fog, but fog makes it more visible, and the effect while there's no fog is not very realistic)
#MISTY2 - Adds a volumetric rolling steamy haze effect (can see it even without fog, but fog makes it more visible, and the effect while there's no fog is not very realistic)
#RAINY - Makes characters appear wet, and adds a misty animated haze rain effect
#SCROLL_VERY_SLOW - Uhhh creepy stuff!
#SKY_ARK - Adds glistening wetness to ground, and adds a volumetric steamy haze effect
#SNOW_EVERYWHERE - Adds a thin frost cap all over objects, a thick snow cap on the very top of them, and a thin snow cap on characters (most useful if a level is already "snowy")
#SNOW_EVERYWHERE2 - Adds a thick snow cap all over objects, a thin snow cap on characters, and turns the sky into a colorful gradient (can turn a non-snowy level into a snowy one)
#SNOW_EVERYWHERE3 - Adds a thick directional snow cap partially covering objects, and a thin snow cap on characters (can turn a non-snowy level into a snowy one)
#SWAMP - Adds a slimy coating to everything, and makes rainbows appear
#TEST_CLOUDS_2 - Switches the sky box to a moving cloud texture, and projects cloud shadows onto the ground/objects
#VOLCANO - Adds a red underglow shader on the world and objects, and adds a heat haze effect
#LESS_SHIMMER - Reduces the heat haze effect slightly (must also define #VOLCANO to use this)
#WATER_HORIZON - Makes ground and objects above a certain level appear wet, and adds distant fog to make water appear to extend off all the way to the horizon
#ALT - Raises the water level, and extends the fog/horizon distance
#WATERFALL_ARENA - Makes foam texture scroll, adds foggy haze, and makes rainbows appear