Rain particles with collision

Discussion in 'Mapping Questions & Discussion' started by Kronack, Oct 16, 2010.

  1. Kronack

    Kronack L2: Junior Member

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    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.
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Collision precipitation is bad. There is a reason Valve didn't use it in the first place.
     
  3. Icarus

    aa Icarus

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    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.
     
  4. Kronack

    Kronack L2: Junior Member

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    Anyone happen to know the size of the env_rain, then?
     
  5. lilatomic

    lilatomic L1: Registered

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    I'm not sure an env_rain exists (I couldn't find it in Hammer).
     
  6. Kronack

    Kronack L2: Junior Member

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    Meant env_rain_001
     
  7. Lancey

    aa Lancey Currently On: ?????

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    1024^2, iirc.

    EDIT:

    It's a cylinder with a diameter of 1024
     
    Last edited: Oct 16, 2010
  8. Terr

    aa Terr Cranky Coder

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    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.