#Weather Effects System for OHD Modders (CANCELED)

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tepid narwhal
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Hi all, I've decided OHD mods could really use improved/dynamic weather, so I'm putting together an asset pack for modders to use in their levels.

I plan to release this on GitHub for free sometime shortly after the release of the game in February. Let me know your thoughts, and if you have any feature requests let me know now!

Current Features:

  • Falling rain and snow Niagara particle systems. Performant, minimized overdraw / material complexity. Occluded inside buildings / under cover dynamically on the GPU using distance fields.
  • Blowing dust and mist Niagara particle systems, follow terrain, effected by wind. Performant, minimized overdraw / material complexity. Not occluded, but uses distance field opacity falloff to reduce sharp clipping.
  • Volumetric ground fog/dust that follows the terrain and is affected by wind (performant, not ray marched).
  • Thunder/lightning, built in Niagara (sounds not included) and serialized, so they play at the same time across all clients.
  • Post process lightning flash effect. This is performant, more flexible and better than many other solutions I've seen, but could use some improvements.
  • Dynamic landscape material example with rain puddles, water drops and snow accumulation. Able to be easily integrated with custom landscape materials using included material functions.
  • Dynamic master material with wetness and snow accumulation. Can replace existing material parent, or be integrated with custom materials using included material functions.
  • Rain sounds (not provided) are occluded inside buildings/under cover.
  • Weather controller blueprint that can be added to streaming level, compatible with random weather used in OHD levels.
  • Dynamic weather controlled using Curves, so you can easily have weather change during the game.
  • Compatible with Ultra Dynamic Sky (UDS) and able to be integrated into any custom skybox shaders by using included Material Parameter Collection.
glass notch
safe plover
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Regarding rain sound effects, frying bacon can be nice a goto as recommended by effects artists out there. ๐Ÿฅ“

tepid narwhal
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But it rains almost every day in Florida, and I have I microphone! ๐Ÿ‘€

worldly bison
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yoooo

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this is sick

tepid narwhal
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I'm hoping this will be a nearly drop-in solution for modders, I've put a lot of thought into how this will work for art direction so it should be fairly flexible and easy to use.

icy lichen
tepid narwhal
icy lichen
mint pilot
tepid narwhal
mint pilot
tepid narwhal
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Snow will be included

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The dust/fog/mist can be used for storms where particles are blown along the ground, that could easily be a snowstorm/blizzard

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Modders will have to limit the intensity though, otherwise many levels would become unplayable

glass notch
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@icy lichen oh ull love snow for ur snowy argonne

chrome grove
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Awesome stuff as always chief ๐Ÿ’ช๐Ÿป

merry bobcat
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there is the ocean in omaha beach, some ponds and rivers

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so maybe different water effects for storms, wind, calm, etc?

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It could be tricky visually speaking, but even having different sound effects depending on weather/wind could do the trick

tepid narwhal
# merry bobcat How about different effects for water?

In terms of an ocean shader that is a rabbit hole I don't want to go down right now (because I'm too much of a perfectionist), but in terms of water planes for lakes and ponds, absolutely! The material functions already include the rain drop and ripple effects, which is procedural and modifies the normal output, and can be used in any material, so that alone works for anyone who knows how to create or modify a shader.

merry bobcat
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awesome, what about sound effects?

tribal bough
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Yeah for me I made a river using a plane and a texture because the water planes folded was blank

tepid narwhal
tepid narwhal
tribal bough
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Iโ€™ll make do

merry bobcat
tepid narwhal
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Yep, that's all implemented, and serialized

chrome grove
merry bobcat
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awesome

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I might go to the beach soon with some recording equipment

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So some recording of beach ambience could be useful

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especially for omaha

tepid narwhal
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Rain would be awesome, particularly on different surfaces, and possibly with impulse response revert for interiors ๐Ÿ˜„

tribal bough
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It would be fun

chrome grove
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Low pass filter it and reverb it up

merry bobcat
merry bobcat
tepid narwhal
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If you do that would be awesome, because I cannot include the sounds I have

merry bobcat
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I wonder how material dependent rain sounds would work

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like, a stereo ambience sound? or a spatialized sound for each place with a different material

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Right now we plan on adding forest, field, indoor and urban reflections for the gunshots, but the same ambience switch could apply for the rain sound effects too

tepid narwhal
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I use stereo sounds, they are cheaper in terms of performance and implementing spatial rain is no easy task for a modder

merry bobcat
tepid narwhal
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I do however use one spatial rain sound source, which allows the level designer to place actors and size them to buildings, these will emit spatial sounds of rain on rooftops, which is very distance and easier to tell if it is spatialized, while rain all around you I just assume is not spatial

merry bobcat
tepid narwhal
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Useful yes, but also up to the modder

merry bobcat
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things like tin, wood, those plastic sheet roofs

tepid narwhal
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Including maybe two for metallic and non-metallic would be more than enough

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But I mean, if you're out recording.... GO TO TOWN! ๐Ÿ˜„

merry bobcat
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wonder how I can safely record though

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the ZOOM H6 is not a cheap recorder

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and using an umbrella might make too much unwanted noise

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same thing with the Protective Case

chrome grove
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Some sort of waterproof fabric?

tepid narwhal
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If I had a list it would be:

Light rain on ground
Heavy rain on ground
Light rain on water
Heavy rain on water
Heavy rain on asphalt/road
Heavy rain on metal (spatial)
Heavy rain on wood (spatial)

merry bobcat
tepid narwhal
tepid narwhal
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soft, like dirt

merry bobcat
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grass?

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dirt

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okay

tepid narwhal
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Dirt grass, I don't expect them to sound much different and I don't have a way to consistently differentiate between them in game

merry bobcat
tepid narwhal
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I can check if it is ground, road or water, and then the smart objects are used for spatial sound sources placed by hand in the level

merry bobcat
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actual rain would be necessary for the general ambience noise

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but the spatial sound sources could be recorded with a common water hose

tepid narwhal
tepid narwhal
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Running around in the rain with a microphone would be funny though, if you do please take a video and send it to us

merry bobcat
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and record that lol

tepid narwhal
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Roofs that would be great, especially since they are spatial

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They you can use convolution reverb to make an "inside" version of each

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I have two methods currently of changing audio inside buildings, one is using line trace and the other is by box intersection with player on client

tepid narwhal
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Line trace will handle levels without any hand placed actors, but the box intersection is more consistent and requires the level designer to do a lot more work

merry bobcat
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I even have some "room next to microphone" impulse responses which would give a very similar sound

tepid narwhal
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Do you get lightning and thunder there often?

merry bobcat
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Yeah

tribal bough
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I may have a video of a couple large thunderstorms

tepid narwhal
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He has really good audio recording equipment, I have a good microphone, but nothing like his setup

tepid narwhal
# merry bobcat Yeah

If you can record some thunder that would be fantastic, I currently use 6 near and 6 far thunder sounds

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Luckily, snow has no sound ๐Ÿ˜„

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Just wind

merry bobcat
tepid narwhal
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Although you might get some reverb ๐Ÿ˜„

tribal bough
merry bobcat
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I have a lot of gb's left on my sd card so it should be alright

tepid narwhal
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I have a RODE with a deadcat and a decent recorder, I can try too, but your quality will be much better

merry bobcat
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the longer the recording the better

tepid narwhal
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I found even 6 is enough to not hear repetition too bad, 12-16 is optimal though

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Thunder sounds a pretty unique, so you need more than a few

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Funny because the audio pack I'm using I hear in games now, and it drives me crazy

merry bobcat
tepid narwhal
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Just be safe

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I mean, live dangerous, take risks

merry bobcat
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Yeah, bringing expensive equipment to one of the most dangerous countries in south america seems like a great idea GIGACHAD

chrome grove
tepid narwhal
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Just wrap yourself in a garbage bag and act some some homeless dude pointing a stick at the sky, you would fit right in in most metro downtowns in the US ๐Ÿ˜„

chrome grove
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Scream random philosophical type nonsense and people will stay clear

tepid narwhal
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Exactly

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Maybe a sign ranting about some theological conspiratorial nonsense like the end of the world in 5 days, you'll be fine

tepid narwhal
merry bobcat
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I think that saying "I have friends in the cartel and i'm gonna kidnap your whole family" seems more effective

tepid narwhal
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You do you

chrome grove
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You did say South America so yes

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๐Ÿ˜‚

tepid narwhal
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Crazy dude on the street corner is what people avoid around here though

merry bobcat
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"Do you wanna become famous on gore websites? GIGACHAD "

chrome grove
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โ€œEver heard of liveleak2.0? Bout to be the first upload, better move onโ€

tepid narwhal
safe plover
safe plover
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(This was in response to a removed message regarding using generalized audio for the environment and how the natural environment may not sound as varied as a man made one of concrete and steel, which I agree with, but it does vary)

If you ever have a chance to sit quietly in a forest during the rain you can pick out all of the different surfaces, or hear the difference between rain on grass versus the bare soil and then as it collects it pools in the soft spots of the ground so now it's water on water at varying depths. I do agree with your point and the above method of general ambiance is far more efficient than something as intense as simulating water droplets on every leaf (lol), not that such a thing is even remotely practical, but the more efficinet effort that could be put it in the more the environment comes alive.

tepid narwhal
safe plover
tepid narwhal
tepid narwhal
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Weather Effects System for OHD Modders

celest hare
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Raytraced audio yaaay

dim fossil
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better than tarkov audio ๐Ÿ˜?

tepid narwhal
dim fossil
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dayum

tepid narwhal
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If @merry bobcat doesn't get jacked or struck by lightning that is ๐Ÿ˜‚

dim fossil
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feel also like audio was the area where improvement is lacking in games

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Ps5 made a big deal of their audio

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but havent heard about it much since then

tepid narwhal
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UE 5.1 can procedurally place audio sources throughout the level... IT IS AMAZING!

dim fossil
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rofl OFC

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thx

tepid narwhal
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There is currently no actual demo using this in 5.1 that I know of, but I believe it was implemented in the new Fortnite update with all the 5.1 features

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I'm specifically talking about the Soundscape system

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That was a bad video, and I stand corrected, SoundScape is actually in the Matrix awakens city demo
https://youtu.be/99uP2WuU2Jo

โ€œCity Sampleโ€ took procedural content generation to a new level, based on its massive use of moving cars and MetaHumans. But in order to make the city come to life, we had to build a system called SoundScape, which could procedurally generate audio using a dynamic data algorithm. In this talk, youโ€™ll learn how it worked, and ultimately, what we ...

โ–ถ Play video
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But it is even better in 5.1

dim fossil
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thx ill check that later

merry bobcat
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Coming to Omaha

tepid narwhal
dim fossil
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ah i thought soundscape was raytraced(maybe im wrong and it is, but from not looking at it^^ it just sounds like a procedural soundscape thingy), and i cant stand developer 1hour presentation, im sorry they dont know how to make it interesting ^^

dim fossil
safe plover
dim fossil
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yeah

safe plover
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I think it may help reduce some sounds that should occasionally be heard by players near specific areas, which may reduce level based trigger effects.

dim fossil
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i was more talking about raytraced audio (as in better audio when in stairs or with different floors)

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what tarkov strugle hard and has always

safe plover
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Yeah unfortunately I think that's still custom based

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Vertical sound is just tough in general I think, overlaps with left/right directional frequency usage or something - hardware channels with positioned speakers I assume help, but yeah great, everyone else pound sand

dim fossil
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i mean, either raytracing which would calculate it more realistically

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or fake it, if it's upstairs, just muffle it, more bassy, and also when you look up , the sound increase, a bit like when you turn around and volume change on L/R channel

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i mean its not rocket science oO

safe plover
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It really isn't easy though, upstairs bass makes sense, but what about something outside above you?

dim fossil
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outside, no bass

safe plover
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The best iterations of this get pretty close, but it's still a little confusing and it is quite literally an "immersion" break

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Because now you are trying to figure out what the game is trying to tell you, instead of it feeling natural in the game world

dim fossil
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my point is, instead of implementing steam audio which was either a bad system or badly implmented

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or the new audio , binaural bs or whatever

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they should have kept the previous audio, it was better

safe plover
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Binaural is just hit or miss, and mostly miss for me

dim fossil
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a simpler system is better than a more comple badly implmented

tepid narwhal
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http://asher.gg/?p=2600
@jovial wasp @finite crypt

Summary ใ€Ž็ŸฅไนŽไธญๆ–‡็‰ˆ็‚น่ฟ™้‡Œใ€ Volumetric Fog small demos ไฝ“็งฏ้›พๅฐdemoไธ‹่ฝฝDownload Making beautiful and feasible volumetric effects has been a trending topic for game development. Inspired by the Gears 5 tech talk and the good ol' Guerrilla paper on cloudspaces, I decided to do my own take and created this fluffy dry ice fog using Volumetric Fog feature that

tepid narwhal
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Here are the volumetric textures from the UE 4.26 VolumetricContent exported for 4.25

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You just need to place this folder in the Content folder

open token
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this would be dope in the starship troopers mod!

tepid narwhal
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Yeah I plan to release this for anyone to use in their mod ๐Ÿ™‚

open token
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he he awesome

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thank you bro

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you've been doing a lotta stuff for modders

tepid narwhal
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Hoping 2-3 weeks from now for the weather system, it will be fairly basic for the first version

open token
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niice

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here's hoping if they add this in the base game the quality settings work on it so my fps doesn't drop below freezing

tepid narwhal
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below freezing would be great, above boiling, maybe not so much! ๐Ÿ˜„

open token
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celcius

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sorry

tepid narwhal
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But yeah, they are fairly optimized

open token
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great

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<3

chrome grove
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๐Ÿ’ช๐Ÿป

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Appreciate ya chief

mellow dagger
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following

tepid narwhal
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On hold until after the Mars mod is released

lavish steeple
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sick

lavish steeple
dim fossil
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i mean id assume so, he release it so people can use it

tepid narwhal
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OHD doesn't support Niagara particles, and I'm not going back to the old particle system, so this is effectively cancelled until it does

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Weather Effects System for OHD Modders (CANCELED)

dim fossil
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oof

dim fossil
tepid narwhal
dim fossil
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the worst