Togglable Precipation/Snow?

NeonHeights

L1: Registered
Apr 27, 2012
25
5
Is anyone aware of any entities/methods of creating snow that can be turned on/off or atleast set to 0 with an Alpha input? The wiki states that the func_precipitation entity accepts an Alpha input but i tried multiple times and its not working.

Im trying to make an area of a map that has snow that can be turned on/off via a relay. Func_dustmotes unfortunately do not have an option that forces them to spawn from a certain area otherwise I would use it to "mimic" snow with particles.

Is func_precipitation really my only option? The only option right now that I can see is to parent a func_precipitation to a func_door and have it move thousands of blocks away from the main area so it is no longer visible. But obviously this is not pretty or what I would like to do.

Any input is greatly appreciated!

EDIT: Nevermind to the above option, the entity refuses to even compile properly when you parent it to anything.. that option is out now as well
 
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NeonHeights

L1: Registered
Apr 27, 2012
25
5
You can use particles of rain/snow and just Start/Stop the particles.

(That is, have an input to them with the Start or Stop command)

Yes but that would mean id need to find & fit custom snow particles. The area to-which im trying to apply the snow is very particular. There are inside buildings and if there are any good snow particles out there, I wouldnt be able to morph them around the buildings like I could with a func_precipitation brush so that the snow doesnt appear to be falling indoors (which is unrealistic obviously).

The particle would be a specific size and im 99.9% sure it would not be the correct dimensions to fit exactly in the right spot in my map and avoid the 'weather indoors' trouble.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
Alternatively try to enter the entity's name in a point_template, then use the ForceSpawn input, assuming precipation can be named.
Not sure if that works, but it's worth a shot.
 

tyler

aa
Sep 11, 2013
5,102
4,621
It sounds like what you need are custom particles because the existing ones don't fit your layout? I think the only thing to do is dive into the particle editor and try to solve that, or get someone else to.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
It sounds like what you need are custom particles because the existing ones don't fit your layout? I think the only thing to do is dive into the particle editor and try to solve that, or get someone else to.

This is probably your best bet. We have a lot of different particles around the map over in the downloads section. Conversly, if you make a request for what you exactly need (and relative sizes) someone could make one for you.
 

NeonHeights

L1: Registered
Apr 27, 2012
25
5
It sounds like what you need are custom particles because the existing ones don't fit your layout? I think the only thing to do is dive into the particle editor and try to solve that, or get someone else to.
Ultimately I was just looking for a simple way to enable/disable a brush based precipitation system. But after hearing what you guys are saying and looking at some other threads I think tf2 is really not built properly for snow.. I may have to end up using particles anyways.
 

NeonHeights

L1: Registered
Apr 27, 2012
25
5
Alternatively try to enter the entity's name in a point_template, then use the ForceSpawn input, assuming precipation can be named.
Not sure if that works, but it's worth a shot.

It 'can' be named, its kinda buggy though. I think naming it only messes up the entity further.

If you tie the named brush to any entity/relay chain (such as the point_template that youre referring too) the brush refuses to compile and appears invisible when the map is loaded. Plus you get a "Couldn't find any entities named SnowFall, which point_template SnowFall_Template is specifying." message in the console when trying to force spawn it