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BIS_fnc_setRain - raindrop texture is not suited to snow effect when function is set to snow
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Description

This function works well - there is however a small issue when the rain function is configured to produce snow particles instead of rain drops. At scale >0.02 the default texture looks like a rectangular postage stamp with has dark lines on it which detracts from immersion.

Details

Severity
Tweak
Resolution
No Bug
Reproducibility
Always
Operating System
Windows 11 x64
Category
Particles
Steps To Reproduce

Run BIS_Fnc_Rain as detailed on https://community.bistudio.com/wiki/BIS_fnc_setRain via the debug console and configure to produce snowdrops. Watch the default raindrop texture suitability at scale ~ >0.02. The default raindrop texture needs to be replaced with a more realistic snow particle texture - that looks less like a postage stamp (see images below) than a snowflake. If you substitute the aforementioned texture for "a3\data_f\snowflake4_ca.paa" - this looks better but is still not ideal when the particle is close to the camera.

Event Timeline

Can you give a location where to observe it or/and upload a video?

RickOShay renamed this task from BIS_fnc_setRain - water decal on terrain surface when function set to snow to BIS_fnc_setRain - raindrop texture is not suited to snow effect when function is set to snow .Nov 14 2024, 11:15 AM
RickOShay updated the task description. (Show Details)
RickOShay edited Steps To Reproduce. (Show Details)

Ok I've amended this ticket. My apologies for wasting your time - it was my mistake - I still had a mod loaded that caused the water splash particle/decal issue.
This morning I tested the function on 40+ maps with different texture scaling and settings and the function works perfectly and no snow impact water effect.

As far as the snow texture is concerned - I've attached two images showing the the default "a3\data_f\rainnormal_ca.paa" and the "a3\data_f\snowflake4_ca.paa" textures for comparison. Not surprisingly snowflake4_ca.paa texture looks best but not ideal when the texture is close to the camera. This is not critical but would be a nice to have improvement.

BIS_fnc_KK added a comment.EditedNov 14 2024, 5:59 PM

"a3\data_f\snowflake4_ca.paa" it means it has 4 flakes in it, you are using it as 1 flake

BIS_fnc_KK closed this task as Resolved.Nov 14 2024, 6:01 PM
BIS_fnc_KK changed Resolution from Open to No Bug.
RickOShay added a comment.EditedNov 15 2024, 3:00 PM

Thanks KK - excuse my ignorance in the context of BIS_fnc_setRain how do I reference the (presumably) first frame in the sequence of snowflake4_ca.paa? Like this?
// texDropCount isn't documented from what I can see.

After subsequent testing the answer is yes! Excellent thanks.

[
"a3\data_f\snowflake4_ca.paa", rainDropTexture
4,
texDropCount
0.01, minRainDensity
15,
effectRadius
0.1, windCoef
2,
dropSpeed
0.5, rndSpeed
0.5,
rndDir
0.02, dropWidth
0.02,
dropHeight
[0.1, 0.1, 0.1, 1], dropColor
0.1,
lumSunFront
0.1, lumSunBack
5.5,
refractCoef
0.3, refractSaturation
true,
snow
false // dropColorStrong
] call BIS_fnc_setRain;

I've updated documentation yesterday

rainDropTexture: a3\data_f\snowflake4_ca.paa - texDropCount: 4
rainDropTexture: a3\data_f\snowflake8_ca.paa - texDropCount: 8
rainDropTexture: a3\data_f\snowflake16_ca.paa - texDropCount: 16

Yes I saw you updated the biki thanks a lot KK. Quick question - is there a particleshape equivalent to the texture "a3\data_f\snowflake4_ca.paa" that can be used in setParticleParams?

BIS_fnc_KK added a comment.EditedNov 25 2024, 7:59 PM

It should work with setParticleParams, why, it doesnt? or you mean 3d particle?

This comment was removed by RickOShay.
RickOShay added a comment.EditedNov 27 2024, 10:24 AM

I thought setParticleParams (and drop) would only take a p3d as input. I searched through many pbos but can't find a snow p3d or way of using the above "a3\data_f\snowflake4_ca.paa" texture in a particle script. Excuse me taking up your time.

No it is billbord type, a flat texture that oriented to face you at all time

RickOShay added a comment.EditedNov 28 2024, 1:31 PM

Yes but how to pass the paa to setparticleparams:
particleSource setParticleParams
[
[

		particleShape,			/* String */
		particleFSNtieth,		/* Number */
		particleFSIndex,		/* Number */
		particleFSFrameCount,	/* Number */
		particleFSLoop			/* Optional - Number. Default: 1 */

],
animationName, /* String */
particleType, /* String - Enum: Billboard, SpaceObject */
etc
];

If I set particleshape to "", and "animationName" to "a3\data_f\snowflake4_ca", - the biki says N/A String - obsolete parameter that was meant to play .rtm anims, will throw "Skeletal animation not supported for particles" rpt error if not empty.

If I enter just "a3\data_f\snowflake4_ca", into the particle shape it throws an error and crashes the game : "Warning PreNLOD format..."
Excuse my stupid questions. But I just can't seem to pass just a paa to setParticleParams.