Oh. Actually I'd like to see how L4D does do it (code wise). /ScarT
2009/11/22 James K <jimmy4...@gmail.com> > I wrote that. That just adds the splashes, the raindrops are still just > textured tracers, which I want to be particles. > > On Sun, Nov 22, 2009 at 1:02 PM, Tobias Kammersgaard < > tobias.kammersga...@gmail.com> wrote: > > > Someone posted some code for this on the VDC, but the effects are far > from > > L4D(2)'s. > > > > http://developer.valvesoftware.com/wiki/Rain_splashes > > > > <http://developer.valvesoftware.com/wiki/Rain_splashes>It also gives > > rather > > bad performance in my experience. > > > > /ScarT > > > > > > 2009/11/22 James K <jimmy4...@gmail.com> > > > > > func_precipitation rain seems to create a tracer with a texture slapped > > on > > > it and tells it to go downward. This would've been okay about 7 years > > ago, > > > but it looks really bad today compared to L4D/L4D2's rain. Is there any > > way > > > I can create a particle effect like L4D and L4D2 use and attach it to > > that > > > tracer and use that instead of a material? I'm unsure of how to do > that. > > > _______________________________________________ > > > 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