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AnimatedEnviromentalEffectRainAv041

my 21st model, yaaaay. im a spammer today.
this model is the first of 3 variations, it is also the ''weakest'' variation, or most toned down. hence the title ''light rain''
this models inspiration came one day when I was playing a wc3 melee with somebody who had the keeper of the grove, he randomly used tranquility a the end of the match as we were winning, basically for no reason really, no units were even damaged... and it got me wondering how that effect worked.
then later that week I also saw the naga sea witch in action, and he used monsoon...
I played with those 2 effects for a while, and came up with this new environmental effect.

the particles are grey in color, similar to the Monsoon effect, but cover a massive area. and are not angled like the wind blown ones of monsoon. they are also quite narrow.

this effect is a cross between tranquility's vertical direction and monsoon's particle color and shape, use the scale of 1.0 or larger, do not shrink it too much, it looks gross. bigger can spread it out more, but also looks weird if over done.

in order to cover the area, I had to use a lot of particles, it caps at 1000 during stand, but it covers a big area and I didn't get much lag. the reason this exists, is so it can either follow you're screen *how ever THAT trigger works* or you're hero, or you could just use it here or there for localized weather patterns, this is how im using it, some places have sun and others are storms. use it how ever you will.
give credits and what not, don't distribute to other websites and ya have fun, aye?

Keywords:
Rain, Weather, Effect, Magic, Storms, Precious Bodily Fluids
Contents

AnimatedEnviromentalEffectRainAv041 (Model)

Reviews
21:46, 5th Feb 2014 MiniMage: Insanely small filesize, somewhat useful for terrainers.

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M

Moderator

21:46, 5th Feb 2014
MiniMage: Insanely small filesize, somewhat useful for terrainers.
 
well Tauriel, its customize-able for one thing (in magos, or world editor), its not global for another, and you don't need regions to use it.

Global weather effects are buggy to use, cause lag, leaks, and are especially annoying to have moving around, picture you want a storm to pass across you're map rather then just appear and disappear, using regions to do that is super buggy because to my knowledge regions don't like to be moved, you can do it, but I don't know how to make it look good. this model is meant to emulate the environmental effects of warcraft 3, its just meant to be used differently. the other 2 tiers above this how ever, are very different compared to warcraft 3 weather. but they needed a weaker tier below them so I made this. some people may find this more useful to them, then just shoving regions around (if you move regions with weather effects, each time you move them they (the rain) all suddenly glitches and either disappears or turns all white for a mili second, this won't happen with my effect because they are particles and will travel with the emitter, but are not locked into the model space, so each particle will finish its birth and death without ever having moved from its original spawn location, making the rain look normal even as the emitter is moved. this creates a ''moving'' rain storm that looks real nice when it advances in distance. something I could not achieve with warcraft3 weather)
 

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,954
well Tauriel, its customize-able for one thing (in magos, or world editor), its not global for another, and you don't need regions to use it.

Global weather effects are buggy to use, cause lag, leaks, and are especially annoying to have moving around, picture you want a storm to pass across you're map rather then just appear and disappear, using regions to do that is super buggy because to my knowledge regions don't like to be moved, you can do it, but I don't know how to make it look good. this model is meant to emulate the environmental effects of warcraft 3, its just meant to be used differently. the other 2 tiers above this how ever, are very different compared to warcraft 3 weather. but they needed a weaker tier below them so I made this. some people may find this more useful to them, then just shoving regions around (if you move regions with weather effects, each time you move them they (the rain) all suddenly glitches and either disappears or turns all white for a mili second, this won't happen with my effect because they are particles and will travel with the emitter, but are not locked into the model space, so each particle will finish its birth and death without ever having moved from its original spawn location, making the rain look normal even as the emitter is moved. this creates a ''moving'' rain storm that looks real nice when it advances in distance. something I could not achieve with warcraft3 weather)

Why couldn't I use Monsoon with 0% colour tinting? It shows just rain and some clouds which are easy to remove though I prefer having them.
 
Level 2
Joined
Dec 23, 2013
Messages
6
well Tauriel, its customize-able for one thing (in magos, or world editor), its not global for another, and you don't need regions to use it.

Global weather effects are buggy to use, cause lag, leaks, and are especially annoying to have moving around, picture you want a storm to pass across you're map rather then just appear and disappear, using regions to do that is super buggy because to my knowledge regions don't like to be moved, you can do it, but I don't know how to make it look good. this model is meant to emulate the environmental effects of warcraft 3, its just meant to be used differently. the other 2 tiers above this how ever, are very different compared to warcraft 3 weather. but they needed a weaker tier below them so I made this. some people may find this more useful to them, then just shoving regions around (if you move regions with weather effects, each time you move them they (the rain) all suddenly glitches and either disappears or turns all white for a mili second, this won't happen with my effect because they are particles and will travel with the emitter, but are not locked into the model space, so each particle will finish its birth and death without ever having moved from its original spawn location, making the rain look normal even as the emitter is moved. this creates a ''moving'' rain storm that looks real nice when it advances in distance. something I could not achieve with warcraft3 weather)

There are ways to solve every one of those problems without requiring a new model, and the effect can be achieved with advanced loops.
 
''Why couldn't I use Monsoon with 0% colour tinting? It shows just rain and some clouds which are easy to remove though I prefer having them.''

because im using a different emitter to do that, to add clouds that are thinner and more transparent, higher up, wider in area of effect and more white, easier to see units through, but I hadn't planned on uploading that one. it wasn't that great.

the rain in the monsoon effect is angled, its made to look that way because the clouds and rain are being ''blown'' by ''wind''.

but I did not want the rain to be angled, I wanted it to be 100% vertical not slightly horizontal. its all in preferences. I don't like the idea of every rain storm being a hurricane or monsoon of wind. some rain storms are just casual little sprinkles. like my emitters A and B.

''There are ways to solve every one of those problems without requiring a new model, and the effect can be achieved with advanced loops.''

I was not aware of ''Advanced loops'' being capable of fixing my problem, do they fix the SFX issues of moving regions? When ever I move regions with effects they glitch out and no body was able to tell me why. Though Admittedly I didn't find many tutorials on how to move regions that still explained how to keep the effects nice looking. It was easier for me to just build this instead. coding is hard for me, model editing is easy, so it was all in expenditure of energy and time and for me this was better because it was faster. also, you CAN edit Warcraft 3 weather files, but its very, very difficult to mass change, then test, then alter, then test then change then test over and over again, with emitters, I can try 5-6 different things, import them all, and test them all at once to see what I liked. standard WC3 weather is boring, so I edited these rain emitters to be exactly what I liked and I encourage any body to edit them the way they want them to be, because emitters of this kind are more user friendly then the WC3 SFX files and moving regions. I like my rain emitters, hopefully others do too.
 
uhhhhhhhhhhhhhhhhhh um.

not sure no. maybe. it depends on if importing it under the name of the ''setdaynightmodel'' name works, or if you need to import some kind of an altered slk or mpq file. not sure to be honest. the most I did personally as work on the day night models was in the ui, when I was trying to make a new skin for the sun and moon day night cycle indicator, I found the texture, and the model name, and changing that model with a round moon and less spikey sun to a new one using the same name did work, but it only works because its not hard coded. the model exists and you can import a model under that name and use it, but I don't remember the name.

as warcraft 3 is currently patched, I don't entirely know what it is you're asking, do you mean the sun and moon ui piece in the middle that is animated? or do you mean the lighting change to darkness?

if its possible, you could use some kind of night elf abilty exploit to some kind of extent, to hide dummy units. not sure what it is you want though sorry. normally in environments with aurora the night is more permanent, perhaps you could just set your maps time to mid night, and then set ur timer to 99999 in the game constants for the day night cycle length, keeping the map night for the duration of any game. the lights would look better that way.

Im not entirely sure im the best person to ask these questions lol. but I hope you resolve ur issue.
 
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