ye, thanks for that vmf but i need an explication of how it works, to make dont enter on interiors and that stuffHere my experimental VMF example (also with cheap lighting spark effect).
ye, thanks for that vmf but i need an explication of how it works, to make dont enter on interiors and that stuff
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...
but if i want that falls over a roof?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.
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.
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.I don't think it would have a heavy effect on performance, however is there a download link for it?
I don't think it would have a heavy effect on performance, however is there a download link for 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.
Yeah. Nobody sure every use them because they kill performance.