When i said basics, i meant bare basics (:P) I don't know enough coding to know how to set my own rules. I know i'm a complete noob at coding, but i'm really trying to learn. Could ya help me out with an example?
Also from what i can see this will create a splash when the rain trace is no longer in the air - but regular rain goes right through props. So, splashes wouldn't be created on props, correct? I don't care if they're not, i can always just create brushes for that. Sorry to be such a hassle, i probably shouldn't have started on something so advanced, heh. On Tue, Mar 31, 2009 at 10:47 PM, Ryan Sheffer <darksk...@gmail.com> wrote: > Hey bud > > I just took a look at the code and valve did some splash code per particle > for I guess Counter-Strike source. If you look in c_effects under > SimulateRain there is a block: > > // No longer in the air? punt. > if ( !IsInAir( pParticle->m_Pos ) ) > { > // Possibly make a splash if we hit a water surface and it's in > front of the view. > if ( m_Splashes.Count() < 20 ) > { > if ( RandomInt( 0, 100 ) < r_RainSplashPercentage.GetInt() ) > { > trace_t trace; > UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_WATER, NULL, > COLLISION_GROUP_NONE, &trace); > if( trace.fraction < 1 ) > { > m_Splashes.AddToTail( trace.endpos ); > } > } > } > > // Tell the framework it's time to remove the particle from the list > return false; > } > > You would just replace anything after if ( !IsInAir( pParticle->m_Pos ) ) > with your own rules using pParticle->m_Pos as the position to spawn your > effect. > Then you use > > DispatchParticleEffect( EFFECT_NAME, pParticle->m_Pos, vecAngles ); > > Make sure your particle effect is precached and you should be set. > > On Tue, Mar 31, 2009 at 4:06 PM, James K <jimmy4...@gmail.com> wrote: > > > 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 <darksk...@gmail.com> > 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 <jimmy4...@gmail.com> wrote: > > > > > > > The question is, how? > > > > > > > > On Tue, Mar 31, 2009 at 10:31 AM, Ryan Sheffer <darksk...@gmail.com> > > > > 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 <jimmy4...@gmail.com> 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? > > > >>> _______________________________________________ > > > >>> To unsubscribe, edit your list preferences, or view the list > > > >>> archives, please visit: > > > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >>> > > > >> > > > >> _______________________________________________ > > > >> To unsubscribe, edit your list preferences, or view the list > > > >> archives, > > > >> please visit: > > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >> > > > >> > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list > > > > archives, please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > ~Ryan ( skidz ) > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders