Enjay wrote:I assumed you were going to do it by having a series of increasingly snowy looking textures (ready made in a graphics program rather than having ZDoom blend them somehow) that you would switch to in turn as the snow was falling. Melting would then be done by running the texture sequence in reverse if the sun comes out/it rains/whatever.
I suppose an extension of the snow building up idea is puddles forming when it rains.
That's what I initially thought too, but that would increase the texture memory a lot because so many new graphics have to be created.
The rain puddles were easy because Sector_SetReflection can be controlled in real-time so it was just a matter of linking the reflection alpha to the precipitation amount. :D
I kind of have another idea, at least for walls: linedefs that are 1 map pixel away from the actual surface which will draw only the snow overlay on top of the regular texture. I guess I can fade those in and out via ACS. Not sure about floors though. 3D floor alpha cannot be controlled during runtime...