I am trying to make a weather cycle for my map so that after a certain amount of time has elapsed, the weather changes. I was experimenting with using the rain cube static mesh in UN_Weather. I set it's material to rain and tried to use kismet to change the material (set material) but it didn't work. Any ideas?
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Originally posted by eviltenchi View PostI am trying to make a weather cycle for my map so that after a certain amount of time has elapsed, the weather changes. I was experimenting with using the rain cube static mesh in UN_Weather. I set it's material to rain and tried to use kismet to change the material (set material) but it didn't work. Any ideas?
All together it was a group project and I was about to start making a tutorial for it, but will need one person in particular to help me as I don't know how he did specific things.
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Originally posted by Odedge View Post...but will need one person in particular to help me as I don't know how he did specific things.
Eviltenchi,
I think you need some "MIC Materials", "Material Instance" actor and kismet/Matinee seq to do that.
But not shure of what you want, can you explain exactly?
I mean you want rain appear/disapear, sky become more darker or change it's material...
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Originally posted by SEBASTIEN-NOVA View PostI'm asking me who can be this guy?!!
I started to write the tutorial of the sequence for DM-Tomac-WE and I think I understand what "he" did to make it happen. I have to add the sound section, which is easy.
Then I have to see if I can follow my own instructions!
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Originally posted by eviltenchi View PostI wanted the sky to start on a dark sky, then to rain, then to heavy rain with some lightning. I tried to play around with the Material instance actor but I'm not really sure how it works (im a noob).
First MIC allow you to change dynamicaly (or not) some properties of a material without alter the parent material.
So for the rain, the method I use in Tomac WE could do the job. Take a look to my kismet seq inside to have more info how I manage that.
Basicaly, just put several rain stock mesh around your map, according to where you want rainning, and make a MIC with the stock rain material (maybe you will need to make a copy of it, don't remember if it have a param on it) as parent and apply on them.
After put a "material instance" actor on your map and put the name of your MIC inside.
Then keep this actor selectionned and open the kismet.
Make a new matinee track to control the alpha parameter of the rain material.
So by this way, you can make appear/disapear the rain with fade when you want.
It's a bit fast explaination, sorry I'm not at home, if you want more info or help, PM me
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Originally posted by TheAgent View PostIs it me? =P
Originally posted by Tikithehut View PostNP, I aim to please
I am trying to figure out what "he" did and write a tutorial to help others, as all three of you have helped me.
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This might be helpful to look at, it has very complicated dynamic weather.
DM-Gothic2008 : http://forums.epicgames.com/showthread.php?t=618605
It starts out a clear night sky, then clouds come over, which turn into darker clouds (and thunder), then it rains with lightning, then eventually clears over into a morning sky and stops raining.
The way I set it up, it can swap from one state to any other smoothly with just a single kismet command (so the changes could be totally random)
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Originally posted by sneh View PostThis might be helpful to look at, it has very complicated dynamic weather...
It starts out a clear night sky, then clouds come over, which turn into darker clouds (and thunder), then it rains with lightning, then eventually clears over into a morning sky and stops raining.
The way I set it up, it can swap from one state to any other smoothly with just a single kismet command (so the changes could be totally random)
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