[img_thumb]http://i.imgur.com/R29hN.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/8ZRnT.jpg[/img_thumb]
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Latest Update:
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V1.055 - Added: Ability to toggle sound
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Description:
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Experience the magic of winter everywhere you go, with this fancy client side snow script!
Features:
-Realistic looking and behaving snow!
-Full collision detection with both props and the world!
-Customizable options, such as color, and density!
-a fancy ambient sound to add to the mood!
BUT WAIT! If you order now you'll also get the awesome ability to turn it off and on at your discretion!
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Instalation:
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1) Donwload and extract zip file into gmod addons folder
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How to Use:
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You can either use console commands (all commands prefixed with snow_ so the're easy to find)
OR if you open your Q menu, the click on the options tab on the right, The little nifty control panel you see in the screenshot will be under Sabreman's Tools > Snow Control Panel
All of the options have tooltips explaining what they do, so I'm not going to explain them here.
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Change-Log:
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V1.055 - Added: Ability to toggle sound
V1.05 - Added: Snowflake fade, random snowflake rotation, skybox switching. Laid down framework for parenting snowflakes to entities they hit.
V1.04 - Actually works as a server-side addon now (had no clue what the hell I was doing when I first tried to make it work)
V1.03 - Fixed a bug that would cause both the animations and collision detection to lock-up if the player moved to far.
V1.02 - Added Server compatibility (If you install this on a server, all clients should get the snow now)
v1.01 - Increased the range at which the snow spawns (forgot to change it back after debugging, my bad)
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Download:
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[url=http://dl.dropbox.com/u/28522528/Gmod/Snow-Script.zip]DropBox[/url] (always up-to-date)
[url=http://www.garrysmod.org/downloads/?a=view&id=127088]Gmod.org[/url] (Outdated, but still good)
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Known Bugs:
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-None
Nice. This would be great for build servers that want the seasonal feel. If I had a server I would definitely use this.
Amazing :D
The picture goes well with the Snow effect in the forums, too. :)
Do you change the materials of all floor surfaces visible from the sky too?
No he doesn't :(
Would be nice for one of those though. lol
Guys, guys, guys, don't worry I got this. Once I fix the few bugs that cropped up, I'll get on the special effects. Probably make it so the sky turns cloudy, change everything possible to snow materials, maybe add a few particle clouds above you and some fade to the flakes so they don't just pop into existence. Someone also suggested a blizzard mode. Idk, I'll get working on this. (Probably will upload to dropbox so that I don't have to re-do the gmod.org post every time i change something)
[QUOTE=sabreman;33724403]Guys, guys, guys, don't worry I got this. Once I fix the few bugs that cropped up, I'll get on the special effects. Probably make it so the sky turns cloudy, change everything possible to snow materials, maybe add a few particle clouds above you and some fade to the flakes so they don't just pop into existence. Someone also suggested a blizzard mode. Idk, I'll get working on this. (Probably will upload to dropbox so that I don't have to re-do the gmod.org post every time i change something)[/QUOTE]
Not to mention make it no-collide with the sky, it's bad when you're so high up that the snow sticks to the roof of the map :v:
Only 11 days to do it in, hehe
I'll just turn it into rain after January 20th or something
Very nice, very well done. Only thing I would suggest to you is, when you join a server or what ever it is allready snowing perhaps you can change it so if we want the snow on. We can turn it on ourself. Dont know what everyone else things.
P.S Please release a rain version next.
you should look into integrating this with someone's local weather and setting the weather to that (or whatever the server sets it to)
Don't give Garry ideas..
why not? looks awesome.
Also make a version with the facepunch snow.
[QUOTE=_NewBee;33733011]Also make a version with the facepunch snow.[/QUOTE]
What, and lag everyone's game out? :v:
Wheres 1.4 D: i NEED This in my server xD
Ok, so far I manged to make it change the skybox to an overcast sky whenever you turn it on. I'm looking into the ability to change the suns angle/brightness as well (since having an overcast sky with a giant bright sun dead center kinda ruins it) But I don't think it's possible, at least the brightness part.... Also you can get version 1.04 from the dropbox link, but don't bother just yet since I'm gonna integrate the skybox change a little bit better, and update both the gmod.org and dropbox versions to 1.05.
[url]http://www.facepunch.com/threads/1146969?p=33716087#post33716087[/url]
It's possible to move the sun, at least.
Well. I have no idea what 90% of that stuff does. I'm sure I could figure it out, might take me a bit though. So meanwhile I think I'll focus on things that I do understand. Like painting the ground, parenting the flakes and making some clouds/fog.
Edit: Now that I actually took a thorough look, I get how you calculated the angles and such, but exactly how do you move the sun?
[QUOTE=sabreman;33738148]Well. I have no idea what 90% of that stuff does. I'm sure I could figure it out, might take me a bit though. So meanwhile I think I'll focus on things that I do understand. Like painting the ground, parenting the flakes and making some clouds/fog.
Edit: Now that I actually took a thorough look, I get how you calculated the angles and such, but exactly how do you move the sun?[/QUOTE]
I didn't code it, I merely linked a thread that was relevant, the sun is an entity in most maps, env_sun, so with a think hook, you can apply SetPos() to it, and move it, i guess...
I tried that, it didn't work. It *looks* like he used a brush to change some of it's settings? Honestly no clue though. I think i'm gonna post in the lua questions thread.
[QUOTE=Phoenixf129;33738436]I didn't code it, I merely linked a thread that was relevant, the sun is an entity in most maps, env_sun, so with a think hook, you can apply SetPos() to it, and move it, i guess...[/QUOTE] It doesn't have an actual position, just an angle relative to the origin. It is made to appear infinitely off in the distance.
To move it you need to change the angle though its keyvalues or by firing an input on it or something.
I kinda figured that out from the script, the main problem is, I don't know how to actually do it.
Nice gifs. Oh wait...
I has made a similar thing for my server:
[HR][/HR]
[IMG]http://cloud.steampowered.com/ugc/649873534010404088/8B1A1C215CF8A858E5672D7D7ACC5B80BDEE6BAD/[/IMG]
[HR][/HR]
Includes replacement of a grass with snow (also changed the sound of footsteps), falling snow and the lighting depending on your system time.
(And sorry my English, it's not my native language)
[editline]16th December 2011[/editline]
[QUOTE=Phoenixf129;33737996][url]http://www.facepunch.com/threads/1146969?p=33716087#post33716087[/url]
It's possible to move the sun, at least.[/QUOTE]
It's not be working on almost all maps.
Try to enter in server console:
[CODE]
PrintTable(ents.FindByClass("env_sun"))
PrintTable(ents.FindByClass("light_environment"))
[/CODE]
And you get nothing! These entities are removed from the map when you compile, if with nothing not to interact.
That's mean you can't use that script on maps that already created, becouse almost all mappers do not interact with that entites.
Check this map (source included) [url]http://dl.dropbox.com/u/7899634/code/daylight-d.7z[/url] script works on this map because Author added an additional key values to light_environment.
(And again sorry my English, it's not my native language...)
The problem I see with changing the materials is this: The only way I can see to change, say the grass material, would be to actually replace the material it uses. That means that [u]all[/u] grass on the map, regardless of location, would get the snow material as well. There might be a way to just render materialized planes over chunks of the ground but I'd have to play with that. Another thing, it turns out there really is no way to just out-right parent lua effects to entities. The only way that I could think of doing that was creating nocolided, noshadowed, and invisible client side props then setting an overlay material for them and finally parenting them to where the snowflake hit. If there is a an easier way I'd really like to know.
(Also, way to just barge into my thread and on-up me.... I'm gonna go and cry in a corner now.)
I love it.
[editline]17th December 2011[/editline]
Reduces my FPS considerably, though. Even with the snowflake count set to 200.
[editline]17th December 2011[/editline]
It also snows inside buildings sometimes.
Yea that's cause they spawn 400ish units above you
so if your in a tall building.... I't will be fixed next version though. I'll just do a tracer from your head, then if it hits something and that something isn't the roof of the world or isn't touching it, it will spawn snow above it, otherwise it will just shutoff the snowfall completely or something.
Just use Trace.HitSky to check if the trace hit the skybox or something similar
Nope. What if your in a tall prop house? Don't worry though, I got this.
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