Raining Question?

Discussion in 'Mapping Questions & Discussion' started by TMB, May 7, 2016.

  1. TMB

    TMB Banned

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    I know that for make rain its neccesary info_particle_system, but, can someone explain how it works and how to put it on my map?
     
  2. Flower_Shop_Guy

    aa Flower_Shop_Guy ♪ ------------ ♫ ------------ ♪

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    Here my experimental VMF example (also with cheap lighting spark effect).
     
  3. sevin

    aa sevin

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    The method to create rain in TF2 is really shit. You use an info_particle_system with env_rain001 and you space them out roughly 1024 units around the map. This is the because env_rain001 casts itself in 1024 unit sphere. If only we could use func_precipitation...
     
  4. TMB

    TMB Banned

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    ye, thanks for that vmf but i need an explication of how it works, to make dont enter on interiors and that stuff
     
  5. Psy

    aa Psy The Imp Queen

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    You can create a 512 by 512 (I think?) brush textured in Skip and place the rain particle in the centre. The rain will only fall within the area of the brush, so you can use the brush as reference to ensure that rain only falls in exterior spaces.
     
  6. Viperi

    aa Viperi 100% might be snake

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    That sounds quite inconvienent, though that's good to know I guess. I wonder though if Valve would make our lives easier with func_precipitation.
     
  7. TMB

    TMB Banned

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    but if i want that falls over a roof?
     
  8. Viperi

    aa Viperi 100% might be snake

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    You mean in like, the rain hits the roof, but doesn't get through? I need to check sawmill decompiled someday. You probably have to place it high enough so you have the rain on top of the roof, but no rain indoors.




    At least it's not raining.
     
  9. sevin

    aa sevin

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    You keep asking about how to place the particles and we keep telling you they have a radius of effect. It's not the most efficient, but you just need to place them every 1024 units. Just imagine a 1024 unit sphere around the particle, or you can do as Psy says and put a big skip box around it.

    Surprised Psy didn't mention it but he made a rain particle that has collisions so it will detect solid geometry and not pass through it. I don't know how much of an effect it has on performance, but that's an option.
     
  10. Viperi

    aa Viperi 100% might be snake

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    I don't think it would have a heavy effect on performance, however is there a download link for it?
     
  11. Vel0city

    aa Vel0city func_fish

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    You'd be wrong in saying that I think. It's a lot of particles, all with collisions. When you get a decent amount of them going on a map it can hurt performance. Then again, you should really be using them only above buildings you can get into. On the other spots just use the normal particles. Nobody will notice.

    As for the radius: I know @Crash had a prefab or something like that when making cp_overgrown during the last 72hr contest (not the jam, the 2015 summer contest). It was basically the particle with a skip brush parented to it showing the size of the particle. Makes it handy when lining it up to buildings. Don't know where he got it though, that's why I poked him here.
     
  12. Requiesta

    Requiesta L1: Registered

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    • Thanks Thanks x 1
  13. Psy

    aa Psy The Imp Queen

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    Yeah. Nobody sure every use them because they kill performance.
     
  14. Requiesta

    Requiesta L1: Registered

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    Really? I've used the cheap version and never seen an issue, though I have mad sure to flag it as weather so it can be turned off.