Olander’s Realistic Weather (for Time of Day) :: Support Removed
Support for Time of Day weather is now removed by myself. That author would not support a solid weather system specifically made for his system…kept this around long enough.
They are freely given to the Community. The weather system will work with any light and cloud rendering system but if you only want lightning textures and audio…then I think that is your choice.
Looks neat, and with some polish could definitely be a great addon to ToD. Bit of a shame the developer has no interest in working with you to make it perfect, but such is life.
I will support this as well as any other ideas and updates that happen from the community. ToD is excellent but this ORW can stand on its own to work with any light and cloud.
Folks! Lighting is figured and working. The light intensity varies as well in partly and mostly cloudy days/nights.
Fog…I have a very very nice solution. Unity 5’s Fog is actually quite horrible. So I decided to make a Shuriken Particle Effect and adjust it with Fogginess in tandem with Global Fog Density. The end result is stunning. I was able to manually adjust Wind Velocity as well to move the Fog around on the ground. Now to see if I can automate that.
Lastly, I will try to resolve the terrible horizon effect in ToD when the the clouds are thick and dark. This also heavily affect Bloom as well…needs to be toned down.
There will be an update later today…same link but I will update a note to the date.
Everything is extremely performance driven. I think perhaps the only thing that will tax a mobile device is the Snow…however there is so much variety in the mobile environment that the only way to know is test it in the genre you are needing.
If anyone figures out some specs for mobile that this kind of thing will run on…I would gladly add that to the description above.
Do you have Time of Day by Mod Monkeys? That is what these two scripts are looking for. If you want to use the ORW without Time of Day you will need to make a few small modifications to the scripts.
Simply comment out any => sky.******* in any of the gWeather****** scripts and this will work just fine. You will need to point the scene Directional Light to the gWeatherMaster
Thank you so much for this. A couple of questions if I may
I am struggling to get the desired cloud level changes based on weather changing. I get a lot of rain while sun is shining. What do I need to do to either TOD or Weather to get the darkening clouds as the huminidy increases the chance of rain. Should I be setting the TOD Clouds to Custom? Many thanks
Time of Day has horrible clouds. I wish they were better but we have what we have. I just installed the most recent version of ToD v3.0.2 and out of the box the settings are different than prior. I tried the XML I provided with this and it sort of worked…fifth time of remaking that bloody Time of Day XML…screw it…haha!! I suppose this is to be expected.
So what I did was check to make sure Cloud Density was following the Cloud Density in gWeatherMaster. Indeed it was but the clouds were barely changing. What I had to do was change the Sharpness down to say 0.2 or so…then the clouds would blend just fine with Humidity. There will certainly be other settings you will need to play with to get Your particular feel.
Follow up question, any idea why I am seing it rain when the sky is still mostly blue. It seems as if those cold fronts want to come through long before the cloud cover has got to the point where it would rain?
Rain will come when there is greater than 20.0% humidity and a cold front. Close to 20.0% is considered a sun shower. Does happen. You can configure what the lowest humidity it will rain at. Once it is equal or below this the cold front is turned off and a new warm front comes in.
On a side note…the default clouds in Time of Day are decent enough for little clouds to a clear day. Adding density does not make much difference like it used to. Now the sharpness needs to be played with to get the clouds to behave properly. Obviously decreasing sharpness ruins the clouds but it does allow density to properly control the clouds again.
So those are the two issues you describe. Hope that helps.
To All:
ON a Side note…this is very very nice…I just read on the Time of Day forum that ToD is getting new volumetric clouds. This is Amazing! Finally. So once that releases I will update this ORW System.
Thanks again… So can you point me in the direction of which variable I change to change the lowest humidity it can rain at and also the frequency of cold fronts. Thanks
Certainly. I suppose I could make this a configuration in the Weather Master Inspector but for now it is hard coded here. Line numbers will not make much sense since I have made quite a number of changes that I will update to this forum including a non-Time of Day Lighting configuration. I am also making some adjustments to automatically adjust ToD’s Cloud Sharpness and Fogginess so that better blending with the ToD’s Cloud Density and ambient light is achieved. This would our latest temporary measure until the new ToD system is released with the new clouds.
For now though follow this…
Script: gWeatherGameData.cs
go down to this function => public void WeatherSetFront()
inside of it scroll down…replace the 20.0f with whatever you wish the precipitation should stop at. This also initiates a Warm Front.
//If Humidity is Less than 20.0% then set a Warm Front
if(fHM < 20.0f)
{
gWeatherMaster.nInColdFront = 0;
gWeatherMaster.nInWarmFront = 0;
WeatherInitializeWarmFront();
}