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.
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