- Jul 31, 2009
- 1,590
- 410
I've got a phys_motor driving the slow movement of some non-solid brushes with clouds painted on them in the 3D skybox.
(1) Does anybody know if this is a significant performance issue? (Some other person's anecdotal "lost X fps everywhere" account suggests so.)
Secondly, I'm experimenting with recreating the effect as a single-particle system with a circular orbit in the skybox. There's a glitch with viewer orientation left, but it seems doable.
Currently I'm working with the skybox/cloud01* textures, with a radius of 850 (measured in the 3D skybox area.) They each complete a circle about once every 900-1100 seconds. I'm use four info_particle_system entities, one for each unique cloud texture.
(2) Is there a way to tell a particle to take on a single random texture from a set? (Or random frame from an "animation" set?)
(3) If this works out, does anybody have requests for cloud patterns (image, image scaling, radius, angular velocity) in the PCF? (I've tried to use control-points to avoid hardcoding, but the right options just aren't there.)
(1) Does anybody know if this is a significant performance issue? (Some other person's anecdotal "lost X fps everywhere" account suggests so.)
Secondly, I'm experimenting with recreating the effect as a single-particle system with a circular orbit in the skybox. There's a glitch with viewer orientation left, but it seems doable.
Currently I'm working with the skybox/cloud01* textures, with a radius of 850 (measured in the 3D skybox area.) They each complete a circle about once every 900-1100 seconds. I'm use four info_particle_system entities, one for each unique cloud texture.
(2) Is there a way to tell a particle to take on a single random texture from a set? (Or random frame from an "animation" set?)
(3) If this works out, does anybody have requests for cloud patterns (image, image scaling, radius, angular velocity) in the PCF? (I've tried to use control-points to avoid hardcoding, but the right options just aren't there.)
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