Discussion in 'Mapping Questions & Discussion' started by KaidemonLP, Mar 25, 2016.
How to add rain to your map?
Be careful with it though. It's quite a performance eating thing. Anyway, you'd be better of using particle systems instead of func_precipitation boxes. Those can eat performance too though. Just don't overuse them.
Don't use func_precipitation. Why do you guys even recommend this entity when every TF2 map uses particle effects for rain? Did something change about it?
Use a info_particle_system, download the VMF of koth_sawmill to see which one they used cos I don't have it at hand right now
I think its just func_precipitation is much easier to set up, and you can tell it specifically where the precipitation is, while with particle systems you have to find the name of the particle system, and then you have to place it so rain (or snow) doesnt fly through walls and stuff.
but particle effects are much prettier with particles fiting the tf2 style and having distance rain fog. I mean just compare func_precipitation with the particles on sawmill! And there is a custom particle effect that doesnt go through world.
I agree with you on that, the particles look much better than the func_precipitation
And so there is no point in using them
@KaidemonLP, take a look at koth_sawmill.vmf and see which particle effect the info_particle_effect use and how they are placed over the map and use a similar distance.
Also if you flag the particle systems as weather clients can turn them off to not suffer the FPS drag.
You mean that valve don't disable func_precipitation too? Lazy.
Func_precipitation is a legacy entity: they dont turn it off because nobody should be using it.
It's a unique tf2 setting, not a general source one, and no tf2 maps in game use func_precipitation to my knowledge.
Separate names with a comma.