Matt Hoffman wrote: > Tom: Wouldn't particle systems overflow the edges of the brush? > > On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez <[email protected]> wrote: >
At least in TF2/Orange-box, there are two options you have from the particle editor. First, you can enable collision checks (with varying degrees of strength) on your particles. Depending on what you're doing this could be a performance issue. Secondly, you can use a "Control Point" to define a culling plane (generally horizontal) which particles will end at. Using an info_target entity as the control point lets you set how far rain will fall from the info_particle_system before disappearing at compile-time. You can expand this approach by using a second info_particle_system (instead of a info_target) which does splashes and/or ripples, and as long as you keep the two in the same horizontal coordinates the vertical scaling takes care of itself, with rain always transitioning to splashes at the same place. --Darien Hager _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

