
Hello, I am Tei.  This is a "demo" that show "Wheater-FX" system.


Testing:

 run wfx.exe with:
 
 wfx +game testwfx +map testwfx 
 
 Run, see, and play with cvars... ( do r_autofogwater in the water room )


What you need to knom:

 Put skylight texture to a brush, and it will cast wfx-light. Put skysnow, and will automagially generate snow. Put skyrain, and will generate rain.... you get the picture ;)

 wfx 0.1 textures - effect

 texture name		wfx
 ----
 skylight        	light
 skysnow		snow
 skyrain		rain
 *telefx		telefx
 *lavafx		burn
 *waterfx		water fog 
 nofbr_			not fullbright colors
 
 Ex:

 nofbr_snow		snow textures without fbr colors (full palette available)
 skylightheaven		sky that cast light
 *waterfxmagic		water with fog

I will provide a "standard" wad file with standard named textures.. but you not need then, really, you only put a "magic" name to your texture and the engine will do the work.

More that you need to knom:

 In maps/cfgs/* the engine will load a mapname.cfg for a map named "mapname". ( e1m1.cfg for e1m1).
 You can place here a main cfg for your map. 

 Ex:

 r_autofogwater 1
 r_skyrain 1

 This will be automagically loaded with your map.

 Others cvars:
 r_autolava  (1 by default)
 r_autolightofday (0 by default)
 ...

 Simpli write r_auto and press tab for posible cvars...

 
Advices and Warnings:

1)  About open areas
 
 This wfx tech work with sky poligons, if not polys, no fx. If you put a "skybox" to your map, some wfx will not work (these attached to sky). And if you put a fx to a big open area... you will get a lame fx.. and somethimes the first polys will "eat" all the fx. Dont place intente fx to big open areas. 

 snow - bad in open areas
 rain - good, but dont overuse
 light - use only for real small areas. Put a littel brush over a hole, and the hole will cast the wfx
 lava - will work very well in open... lava .. areas ;)
 tele - no tested, i think will suck open area... teleports, anyway what the fuck will you put these fx in?
   
2)  About the engine.

 Much work and fx is hidden in the engine.. and off by default ;) Maybe you will find usefull some gl_sky cvars, or the maps and maplist cvar command. Later i will write a SDK for modders. 

3) About the future.

 1 ) I will test all the wfx features and finne tunning particle generation (now will eat too much fps)
 2 ) I will add mirrorfx textures for automatically mirrors


Source code:
 available online at 
  http://qbism.telefragged.com/tei/toc.txt.htm
 available for download (soon) at
  www.fileplanet.com (finding tei and downloading teiqenginesrc.zip )
 

1 saludo
Tei








































