Rain particles with collision

Kronack

L2: Junior Member
Oct 26, 2009
74
4
Quick question. I haven't bother using the rain particles in a while, but when I did I used PSY's rain with collision. I formatted my computer since then and was wondering, did Valve create there own rain particles with collision? If so would someone be able to put the .pcf in a dropbox and let me grab it real quick? I may or may not have deleted it in a sleep deprived stupor.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Rain without collision lags some machines enough as it is. Unfortunately, Team Fortress 2 is just not the place to use them.

You have have to be conservative/clever on your use of rain particles. For hints, take a look at Viaduct, Sawmill, or Coldfront. the weather particles don't appear everywhere, it's just enough to make you think it is.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
1024^2, iirc.

EDIT:

It's a cylinder with a diameter of 1024
 
Last edited:

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
In ctf_2fort_revamp I ended up making a custom particle that is emitted from a flat circle (you could use a square as well) that uses a control-point (A "CP", not to be confused with TF2 control points) and the control-point defines how far the rain falls before it is automatically removed. I believe it uses a "culling plane" or something like that, but I don't have the PCF handy.

Anyway, that's a very cheap way to get rain which falls and stops at a flat or tilted "roof", and it's OK if the rain goes "into" a roof as long as the ending point is somewhere you can't see from inside. You just place one particle system, and then place an info_target (or possibly an info_null) at whatever horizontal height you want it to stop at. Repeat to "tile" your map with rain of differing heights.

For bonus points, your second CP can be not an info_target, but another info_particle_system which generates "splashing" particles.