You can pass in data to a particle system using control points through code,
maybe you can use that to somehow setup the initialization property for
deciding a rectangle to spawn the rain in. Maybe even in not using a
rectangle, but accessing the brush's model representation and spawning
randomly inside the model (There was a property we used for a weapon model
to do similar, but never tried with a brush model).

Chris

-----Original Message-----
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
Sent: Sunday, November 22, 2009 8:50 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Replacing rain "particles" with updated real
particles?

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 Also, keep in mind that L4D2 uses a newer version of the particle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.com>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:
> >>
> >> > 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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> >> >
> >> >
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