Difference between revisions of "Shader And Weather Effects"
From Wolfire Games Wiki
m (→Set the value of Custom Shader to some of these tags) |
m (→Set the value of GPU Particle Field to some of these tags) |
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===Set the value of <code>GPU Particle Field</code> to some of these tags=== | ===Set the value of <code>GPU Particle Field</code> to some of these tags=== | ||
− | Separate multiple tags using spaces | + | Separate multiple tags using spaces. |
'''Note''': These parameters are '''case sensitive'''. They must be in upper case, or they will not work! | '''Note''': These parameters are '''case sensitive'''. They must be in upper case, or they will not work! |
Revision as of 23:41, 18 January 2018
Contents
Particles
Create and set the GPU Particle Field
level script parameter
- Open a level
- Launch the editor (F1 key. You may have to hold the FN and/or SHIFT key to get this to work)
- Open the Scenegraph properties (Windows -> Scenegraph or the Y key)
- Expand
Level
- Expand
Script Params
- If you do not see
GPU Particle Field
in the list, click the New parameter button - Double click where it says
Untitled parameter
- 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.
Note: These parameters are case sensitive. They must be in upper case, or they will not work!
-
#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 (see these instructions for how to make this effect more dramatic) -
#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
- Open a level
- Launch the editor (F1 key. You may have to hold the FN and/or SHIFT key to get this to work)
- Open the Scenegraph properties (Windows -> Scenegraph or the Y key)
- Expand
Level
- Expand
Script Params
- If you do not see
Custom Shader
in the list, click the New parameter button - Double click where it says
Untitled parameter
- Type
Custom Shader
and hit ENTER
Set the value of Custom Shader
to some of these tags
Separate multiple tags using spaces.
Note: These parameters are case sensitive. They must be in upper case, or they will not work!
-
#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 theObjects/Decals/water_froth.xml
water decal scroll, when modifying its green tint parameter (withCTRL + 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 (see these instructions for how to make this effect more dramatic) -
#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