Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-17 Thread Cory de La Torre
Yeah that is entirely not even what I was talking about. I mean in seriously real scenes. That are actually detailed. When you start putting particles together with moderately detailed scenes things get a little tough. Eventually you'll have to balance both out. Also running multiple children

Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-16 Thread Cory de La Torre
The particle engine for Source 2007 blows. Theres no way you're going to be able to afford that many particles on screen, aside normal particles for whatever else you might want to be doing. On Sun, Nov 14, 2010 at 4:41 PM, nick seavert atomicpo...@yahoo.com wrote: Hello, I'm quite stuck on

Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-16 Thread nick seavert
Source Engine 2007 Rain with Rain     like L4D2 To: Discussion of Half-Life Programming     hlcoders@list.valvesoftware.com Message-ID:     aanlktik54l+uk+0d8wyicoxy8r5rauuwtfqv2gy4w...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 The particle engine for Source 2007 blows. Theres

Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-16 Thread Tony omega Sergi
... The particle system in 2007 is nearly identical to L4D's. The system was created for Orange Box. Now, if you're referring to the code based particle system.. that's been there since HL2 shipped. -Tony On Wed, Nov 17, 2010 at 6:08 AM, nick seavert atomicpo...@yahoo.com wrote: This is

Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-16 Thread Marek Sieradzki
What particle artist did in my mod (Empires) was huge cloud of water particles always attached to local player. It contains mist, drops and splashes. Splashes use raytracing to hit the ground and show up there. It's similar to particle benchmark rain that I saw somewhere on youtube. On Wed, Nov

Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-16 Thread Trevor 'Drak'
To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2 ... The particle system in 2007 is nearly identical to L4D's. The system was created for Orange Box. Now, if you're referring to the code based particle system.. that's been there since HL2

Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-16 Thread Cory de La Torre
: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2 ... The particle system in 2007 is nearly identical to L4D's. The system was created for Orange Box. Now, if you're referring to the code based particle system.. that's been there since HL2 shipped. -Tony On Wed, Nov 17, 2010

Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-16 Thread Marek Sieradzki
On Wed, Nov 17, 2010 at 6:53 AM, Cory de La Torre gear@gmail.com wrote: Yeah it's nearly identical in functionality Tony, but definitely not in perf. The last time I went and did impact based particle systems for gunfire it didn't work out so well (*This of course included general particles

Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-16 Thread Marek Sieradzki
http://www.youtube.com/watch?v=j-1Jxc3dyAo That's with framerate limited to 30 but on this very simple map I get around 200 FPS and 1 muzzle/impact effect drops FPS by ~10. ___ To unsubscribe, edit your list preferences, or view the list archives,

[hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-14 Thread nick seavert
Hello, I'm quite stuck on how to create more optimized rain like left 4 dead 2. I've gotten to the point where the func_precipitation emits the particle rain_test A custom particle by me for testing purposes.. Any ways.. I have 2 main problems. How will i make the splashes? Originally i kept