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?
> > > >>> _______________________________________________
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> > > >>>
> > > >>
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> > > >> please visit:
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> > > >>
> > > >>
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> > >
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> > >
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> >
> >
>
>
> --
> ~Ryan ( skidz )
>  _______________________________________________
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>
>
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