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
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
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
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
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
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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
Also, keep in mind that L4D2 uses a newer version of the particle systems.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
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Also, keep in mind that L4D2 uses a newer version of the
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Also, keep in mind that L4D2 uses a newer version of the particle systems.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
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
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
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