02-13-2009, 04:54 PM | #1 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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Rain and Snow
Is there code to make rain and/or snow in Source? I remember certain CS maps had rain, and that one TFC well that had snow. If so, what kind of lag would that cause? I think there are at least a couple maps that could go for some snow or rain, like dropdown and crossover, or rock2 when it's finished.
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02-13-2009, 05:22 PM | #2 |
Regular or Menthol?
Join Date: Sep 2007
Location: Central MI
Affiliations: :e0: .o` Posts Rated Helpful 0 Times
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1. Make a nodraw brush
2. CTRL+T to tie to entity 3. Select Func_Precipitation 4. Select the type of precipitation / intensity and all that shit. Should be good to go. Everything will happen inside that brush. You can also use Func_Dustmotes as well for under a lightsource. Look at shutdown 2 flag room ceiling for example. I don't think precipitation affects lag that much ( I think? ). It's that dusty shit you have to look out for. |
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02-13-2009, 10:55 PM | #3 |
Join Date: Mar 2007
Location: UK
Posts Rated Helpful 0 Times
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^
RocKwell, Should I draw the nodraw brush all over the map to have a rainy map? Or should you do it more economically by placing it only on the outside areas? I've not used precipitation before. Thanks. Last edited by SkinkHero; 02-13-2009 at 10:58 PM. Reason: Tidied up my expression |
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02-14-2009, 12:24 AM | #4 |
Regular or Menthol?
Join Date: Sep 2007
Location: Central MI
Affiliations: :e0: .o` Posts Rated Helpful 0 Times
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Just places where the viewer will see, I believe. Precipitation also works even when cutting through brushes, so having smaller brushes you can move around will be easier to control in case you create high areas, like towers, buildings on high hills, etc., or else the big precipitation brush might clip into them. Looks odd when you see it's raining or snowing indoors.
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