Adding rain splashes (after we found out how to do it with a very long
discussion) makes the standard func_precipitation look pretty good. If
you mess with cl_winddir, cl_windspeed, and (i think it's called)
r_rainlength you can replicate the L4D2 rain pretty well.

Although, I will admit, having particles instead of textured tracers
for the rain drops would look a lot better.

-James

On Sat, May 22, 2010 at 9:21 AM, Tobias Kammersgaard
<tobias.kammersga...@gmail.com> wrote:
> That's not rally what I want to do. The episode two entity doesn't have the
> l4d options (particle rain).
>
> Den 22/05/2010 14.32 skrev "Adam "amckern" McKern" <amck...@yahoo.com>:
>
> http://forums.l4dmaps.net/thread-1139.html
>
> If you want to know more, ask at interlopers, or on those forums.
>
> Adam
>
> --------
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On Sat, 22/5/10, Tobias Kammersgaard <tobias.kammersga...@gmail.com>
> wrote:
>
> From: Tobias Kammersgaard <tobias.kammersga...@gmail.com>
> Subject: [hlcoders] Particle rain like L4D(2)?
> To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com>
> Received: Saturday, 22 May, 2010, 10:10 PM
>
>
> Hey!
>
> I'm trying to make a rain effect using particles like Valve's done in
> L4D(2). Obviously its a...
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