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FX issues with custom rain textures

Mapping

#150130

FX issues with custom rain textures

Hey guys!

So, with my recent look into desert maps, I wanted to try and simulate a sandstorm by creating new rgt files in  WW2/data/art/scenarios/textures/rain that resemble sand, rather than water.

Although this was a success, and the result looks just as I wanted it to, there are graphical issues with certain FX, particularly anything that creates light, such as this:

Forum post image

As you can see, the light of the Manpower point UI is broken, as are the lights, and any fx (such as fires).

Additionally, the sandstorm itself is not the same as was designed in worldbuilder, and although it works perfectly there, it does not work the same in game (even the wind direction and colour of the texture has changed).

Does anybody have any ideas how I can fix this?
Any help would be greatly appreciated!

#150131

Re: FX issues with custom rain textures

Have you tried lowering the resolution a bit to see if it fixes it?
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#150134

Re: FX issues with custom rain textures

I will try that as soon as I am able (give me an hour or two), but last night I managed to fix the broken rain texture (it turns out that there was an existing weather transition attached to the current one, so it began a shift immediately to a snow blizzard). However, the lights are still not working.

I'll drop another message when I find out what's happened!

Thanks for a speedy reply!
#150138

Re: FX issues with custom rain textures

And that's a negative. Lowering resolution makes no changes.

Any other ideas?

[EDIT] Pardon my language, but shit a brick... It's the fog.

I'm going to test again without the fog, but it seems to fix it in worldbuilder.

Does anybody have any ideas as to why this happens?

Last edited August 27, 2013 at 4:25 PM by MonolithicBacon

#150139

Re: FX issues with custom rain textures

Are you using high settings or lower? I think that happens due to the settings used ingame, not sure which one though.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#150140

Re: FX issues with custom rain textures

I'm using medium across the board.

It turns out that it was caused by the "towards the sun" fog western alpha gradient being white, rather than black. It's the only channel that causes this! A complete fluke, and apparently nothing to do with the new rain textures.

Thanks for the help anyway though!
#150141

Re: FX issues with custom rain textures

That issue sometimes happen to the molotov smoke, do you know if both use the same effect?
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#150142

Re: FX issues with custom rain textures

It's actually very possible, as gunfire, resource UI, fx smoke and fire (practically anything that creates light) is affected.

But why an items fx would create it while all of the others are okay is beyond me...
#150149

Re: FX issues with custom rain textures

MonolithicBacon wrote:
and although it works perfectly there, it does not work the same in game (even the wind direction and colour of the texture has changed).





uhm,
maybe a stupid question, but did you create an .aps- file for the atmosphere and then tested the map with the certain .sgb- file?
Are you using overhead-lights?



just my 2 pennies...
Forum post image

-> :)
#150150

Re: FX issues with custom rain textures

SSonne wrote:
MonolithicBacon wrote:
and although it works perfectly there, it does not work the same in game (even the wind direction and colour of the texture has changed).





uhm,
maybe a stupid question, but did you create an .aps- file for the atmosphere and then tested the map with the certain .sgb- file?
Are you using overhead-lights?



just my 2 pennies...


Thanks, but it's all sorted. Just some buggy fog, after all!