Both the things you ask for are easy to implement in theory.
But on particles I don't think authors can define/place their own particle systems yet. They still seem to be hard coded.
Actually defining particle systems should be very easy though looking at what is already there in particles.ini
Water drops on glass is certainly possible too, but I think the primary concern is how the shader would know the current state of the 'rain' variable on a track.
Hopefully all the in-game things will be able to talk better to each other soon. Onyx may help, along with the rcx stuff, and other script capabilities we seem to have now.
My hope is for some clarity on these matters as we have about three scripting methods now and I have no idea what each one is best at doing or why, or even how to really properly use them efficiently (ie, minimum processor impact)
Hmmmmm
Dave
But on particles I don't think authors can define/place their own particle systems yet. They still seem to be hard coded.
Actually defining particle systems should be very easy though looking at what is already there in particles.ini
Water drops on glass is certainly possible too, but I think the primary concern is how the shader would know the current state of the 'rain' variable on a track.
Hopefully all the in-game things will be able to talk better to each other soon. Onyx may help, along with the rcx stuff, and other script capabilities we seem to have now.
My hope is for some clarity on these matters as we have about three scripting methods now and I have no idea what each one is best at doing or why, or even how to really properly use them efficiently (ie, minimum processor impact)
Hmmmmm
Dave