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 <[email protected]> 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" <[email protected]>: > > 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 <[email protected]> > wrote: > > From: Tobias Kammersgaard <[email protected]> > Subject: [hlcoders] Particle rain like L4D(2)? > To: "Discussion of Half-Life Programming" <[email protected]> > 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... > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

