It generates this nice little flurries, but you can modify it for wind or anything else. I wrote it last year for the winter games, and this year I fixed it up a bit and released it. Some of the code is less than optimal, but it all runs fine from a machine standpoint.
It’s all very configurable too. If there’s any improvements I can make, or any questions I can answer, please tell!
Images: [spoiler]
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Have a snowy winter,
Quenty
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Sorry for the inconvenience, I had raycasting, doing exactly what Crazyman32 suggested, but when I switched to the 3rd person system, I didn’t switch the raycasting to that system too. It’s been fixed now.
I’ve also added a feature for AdmiralLennox, you can specify how many snowflakes are spawned per a frame, which should let him add a blizzard for his game, especially since the wind can be modified.
Is it possible to stop it from snowing inside a building? Also is it possible to add more flakes to put it on blizzard-level? Right now it’s more like this and I want to make it like this.
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Is it possible to stop it from snowing inside a building? Also is it possible to add more flakes to put it on blizzard-level? Right now it’s more like this and I want to make it like this. [/quote]
Just cast a ray upward from your camera every second or so. If it hits something, disable snow. Else, enable.
[/spoiler]
Is it possible to stop it from snowing inside a building? Also is it possible to add more flakes to put it on blizzard-level? Right now it’s more like this and I want to make it like this. [/quote]
Just cast a ray upward from your camera every second or so. If it hits something, disable snow. Else, enable.[/quote]
Good idea, I’ll look into that when I add snow to Arendelle.
This is an example of a nice simple thing that could fit in a lot of games.
This could be put in the Toolbox under those golden-icon “pro” models.
(At least for the winter, that model perfectly fits in the toolbox at the top)
I don’t really like that the snowflakes travel in what appear to be straight lines. In the gif Lennox posted, they also appear to travel in straight lines, but the distinguishing features are rotating, which somewhat decreases the unusualness.
I played around with the script and added some snowflake mesh (or the closest I could find and rotated the particles with math.random) Some of the flakes seemed to stop mid-air for some reason, looks nice though…