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[MOD] Vibrant Wind

Posted: Fri Jun 16, 2017 7:59 pm
by TheLacus
Vibrant Wind

Image

Description
Changes strength of wind according to current weather.

Features
  • Dynamically change wind strength, from a calm breeze for a sunny day to a violent wind for snowstorms.
  • Supports TerrainData wind (grass) and WindZone (trees and particles).
  • Set a custom range and interpolation: choose a wide range of speeds or a light breeze with minor variations.
  • Terrain: set Speed, Bending and Size separately for further customization.
Prerequisites
Daggerfall Unity 0.5.33
While there are no other technical requirements, this mod is supposed to be a complementary to a vegetation mod, such as Real Grass.

Installation
Move vibrantwind.dfmod inside 'StreamingAssets/Mods'.

Quick Setup
Adjust min and max values of range to achieve the desired speed. Choose distant values for a wide range of speeds, near values for minor variations.
Use set_weather 0-6, vwind_debug 2 to test in game.

Download
Real Grass on Nexus Mods

Old versions:

Re: [MOD] Vibrant Wind

Posted: Fri Jun 16, 2017 10:44 pm
by Biboran
Wow looks like something really cool!

Re: [MOD] Vibrant Wind

Posted: Sat Jun 17, 2017 3:31 am
by jman0war
Looks really nice.
It's something that adds to the immersion of the game.
I like it.

Re: [MOD] Vibrant Wind

Posted: Sat Jun 17, 2017 5:04 am
by Thomas_Eric
I wonder if this would be compatible with a future better fog or/and better smoke mods that someone may do.

Anyway, interesting and cool mod, looking foward to see the progress on it!

Re: [MOD] Vibrant Wind

Posted: Sat Jun 17, 2017 7:59 am
by King of Worms
Nice, this makes the world more immersive / atmospheric. I also wonder if such a effect (maybe less pronounced) could be applyed to some of the terrain flats like the trees, bushes and flowers, excluding rocks etc...

Re: [MOD] Vibrant Wind

Posted: Sat Jun 17, 2017 8:06 am
by Jay_H
It makes me sort of want to determine that the speed of the movement per object would be in inverse proportion to the size of its image; very large trees would blow little, and tiny bits of grass would move a lot.

...which sounds very laborious on the technical side, I venture :) Another great mod!

Re: [MOD] Vibrant Wind

Posted: Sat Jun 17, 2017 9:39 pm
by TheLacus
Thomas_Eric wrote:I wonder if this would be compatible with a future better fog or/and better smoke mods that someone may do.
Sure
King of Worms wrote:Nice, this makes the world more immersive / atmospheric. I also wonder if such a effect (maybe less pronounced) could be applyed to some of the terrain flats like the trees, bushes and flowers, excluding rocks etc...
Jay_H wrote:It makes me sort of want to determine that the speed of the movement per object would be in inverse proportion to the size of its image; very large trees would blow little, and tiny bits of grass would move a lot.

...which sounds very laborious on the technical side, I venture :) Another great mod!
Meshes affected by wind need informations on how to reacts to it, so different tree models would surely wave differently as they're supposed to.
Applying wind on daggerall billboard trees seem very tricky tough; the biggest problem is that you don't have any separation between rigid parts and foliage, it's just a texture on a plane. Maybe something can be done with the little flowers..

Re: [MOD] Vibrant Wind

Posted: Sat Jun 17, 2017 11:27 pm
by Biboran
King of Worms wrote:Nice, this makes the world more immersive / atmospheric. I also wonder if such a effect (maybe less pronounced) could be applyed to some of the terrain flats like the trees, bushes and flowers, excluding rocks etc...
If someone made animated sprites for flats why not :D

Re: [MOD] Vibrant Wind

Posted: Mon Jun 19, 2017 10:30 am
by Nystul
i am experiencing issues with the mod with current version of dfunity from git (`MessageReciver' seems like a typo):

Code: Select all

Error (1061): Type `DaggerfallWorkshop.Game.Utility.ModSupport.Mod' does not contain a definition for `MessageReciver' and no extension method `MessageReciver' of type `DaggerfallWorkshop.Game.Utility.ModSupport.Mod' could be found. Are you missing an assembly reference?
Error (): 0(78,14): VibrantWind.VibrantWind.Start()

Re: [MOD] Vibrant Wind

Posted: Mon Jun 19, 2017 5:00 pm
by Narf the Mouse
For some reason, the gif isn't working for me; all I see is grass and sky in an endless loop of stuttering right one frame, then stuttering left one frame.