Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread James K
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

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Jorge Rodriguez
L4D2 made all their weather effects with particles. Rain is a pretty easy particle to make. Open up the particle editor and give it a shot. Just throw the particles down with some decent speed and remove them when they hit something. -- Jorge Vino Rodriguez

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Matt Hoffman
Except L4D uses func_precipitation for their ran which is a brush entity (obviously). That's just slapping down info_particle_systems. ;) On Sun, Nov 22, 2009 at 11:44 AM, Jorge Rodriguez bs.v...@gmail.com wrote: L4D2 made all their weather effects with particles. Rain is a pretty easy

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Tobias Kammersgaard
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

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Jorge Rodriguez
I haven't seen how they actually do it but I doubt they would use anything but particles. Either way it would be very easy for you to do it with particles. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Matt Hoffman
Tom: Wouldn't particle systems overflow the edges of the brush? On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez bs.v...@gmail.com wrote: I haven't seen how they actually do it but I doubt they would use anything but particles. Either way it would be very easy for you to do it with

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Michael Corsaro
Also, keep in mind that L4D2 uses a newer version of the particle systems. I'm not sure if Valve even plans on updating the old systems for Tf2 or for the SDK. On Sun, Nov 22, 2009 at 3:34 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Tom: Wouldn't particle systems overflow the edges of

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread James K
All I really need to do is create a particle system with each tracer the rain makes and parent it to that tracer, i just can't figure out how to do that... On Sun, Nov 22, 2009 at 5:40 PM, Michael Corsaro corsa...@gmail.com wrote: Also, keep in mind that L4D2 uses a newer version of the

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Lech
I think there's rain/snow on some of the newest TF2 maps, no? On Sun, Nov 22, 2009 at 4:40 PM, Michael Corsaro corsa...@gmail.com wrote: Also, keep in mind that L4D2 uses a newer version of the particle systems. I'm not sure if Valve even plans on updating the old systems for Tf2 or for the

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Matt Hoffman
Those are info_particle_system's. On Sun, Nov 22, 2009 at 5:46 PM, Lech unatten...@gmail.com wrote: I think there's rain/snow on some of the newest TF2 maps, no? On Sun, Nov 22, 2009 at 4:40 PM, Michael Corsaro corsa...@gmail.com wrote: Also, keep in mind that L4D2 uses a newer version of

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Darien Hager
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 bs.v...@gmail.com wrote: At least in TF2/Orange-box, there are two options you have from the particle editor. First, you can enable collision checks (with

[hlcoders] Replacing rain particles with updated real particles?

2009-11-21 Thread James K
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