I know the basics of C++, not anything major. The particle demo was done by
a map-defined particle system, and i'm looking to do what Left4Dead does
with the splash particles implemented code-wise.

On Tue, Mar 31, 2009 at 6:58 PM, Ryan Sheffer <[email protected]> wrote:

> Well I don't know your experience level. Which part would you like
> help with? When I get home from school I'll take a look. Valve had a
> particle system spawn where rain hit in the tech demo and L4D so that
> code is probably still there for you to alter.
>
> Sent from my iPhone
>
> On Mar 31, 2009, at 12:26 PM, James K <[email protected]> wrote:
>
> > The question is, how?
> >
> > On Tue, Mar 31, 2009 at 10:31 AM, Ryan Sheffer <[email protected]>
> > wrote:
> >
> >> I am pretty sure rain just uses a trace, and the end of that trace
> >> would be where you make your effect, after the time it takes to get
> >> to
> >> the ground of course.
> >>
> >> Sent from my iPhone
> >>
> >> On Mar 30, 2009, at 9:20 PM, James K <[email protected]> wrote:
> >>
> >>> I had a friend who had done this, however i cannot contact him to
> >>> ask how he
> >>> did it. I know rain is handled in c_effects.cpp, but i don't know
> >>> enough
> >>> about coding to do something like this (I've got to start learning
> >>> somewhere
> >>> though, right?) How would i go about doing this?
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