Quick rain question

Discussion in 'Mapping Questions & Discussion' started by KaidemonLP, Mar 25, 2016.

  1. KaidemonLP

    KaidemonLP L4: Comfortable Member

    Messages:
    195
    Positive Ratings:
    33
    How to add rain to your map?
     
  2. Izotope

    aa Izotope Never releases maps

    Messages:
    622
    Positive Ratings:
    586
    func_precipitation
     
    • Useful Useful x 1
  3. Vel0city

    aa Vel0city func_fish

    Messages:
    1,931
    Positive Ratings:
    1,540
    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.
     
    • Agree Agree x 1
    • Useful Useful x 1
  4. KaidemonLP

    KaidemonLP L4: Comfortable Member

    Messages:
    195
    Positive Ratings:
    33
    Thanks Guys.
     
  5. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    337
    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
     
    • Agree Agree x 1
    Last edited: Mar 25, 2016
  6. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,699
    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.
     
  7. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    337
    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.
     
    • Agree Agree x 1
  8. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,699
    I agree with you on that, the particles look much better than the func_precipitation
     
  9. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    337
    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.
     
  10. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,876
    Positive Ratings:
    4,944
    Also if you flag the particle systems as weather clients can turn them off to not suffer the FPS drag.
     
  11. henke37

    aa henke37

    Messages:
    1,918
    Positive Ratings:
    448
    You mean that valve don't disable func_precipitation too? Lazy.
     
  12. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,113
    Positive Ratings:
    6,077
    Func_precipitation is a legacy entity: they dont turn it off because nobody should be using it.
     
  13. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,876
    Positive Ratings:
    4,944
    It's a unique tf2 setting, not a general source one, and no tf2 maps in game use func_precipitation to my knowledge.