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  wrote:
>   

At least in TF2/Orange-box, there are two options you have from the 
particle editor. First, you can enable collision checks (with varying 
degrees of strength) on your particles. Depending on what you're doing 
this could be a performance issue.

Secondly, you can use a "Control Point" to define a culling plane 
(generally horizontal) which particles will end at. Using an info_target 
entity as the control point lets you set how far rain will fall from the 
info_particle_system before disappearing at compile-time.  You can 
expand this approach by using a second info_particle_system (instead of 
a info_target) which does splashes and/or ripples, and as long as you 
keep the two in the same horizontal coordinates the vertical scaling 
takes care of itself, with rain always transitioning to splashes at the 
same place.

--Darien Hager

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

2009-11-22 Thread Christopher Harris
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  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 
> 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 Also, keep in mind that L4D2 uses a newer version of the particle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
> > wrote:
> >
> >> Tom: Wouldn't particle systems overflow the edges of the brush?
> >>
> >> On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez 
> >> 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
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list
archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >> >
> >> ___
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> >>
> >>
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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  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 
> 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
> > wrote:
> >
> >> Tom: Wouldn't particle systems overflow the edges of the brush?
> >>
> >> On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez 
> >> 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
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >> >
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> >>
> >>
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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  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
> wrote:
>
>> Tom: Wouldn't particle systems overflow the edges of the brush?
>>
>> On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez 
>> 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
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
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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  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
> wrote:
>
> > Tom: Wouldn't particle systems overflow the edges of the brush?
> >
> > On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez 
> > 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
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > ___
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> >
> >
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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
wrote:

> Tom: Wouldn't particle systems overflow the edges of the brush?
>
> On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez 
> 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
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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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  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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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
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Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Tom Edwards
Who says the entity doesn't create particle systems based on its X/Y area?

Matt Hoffman wrote:
> 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  wrote:
>
>   
>> 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
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>>
>>
>> 
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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 

> 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
> > L4D(2)'s.
> >
> > http://developer.valvesoftware.com/wiki/Rain_splashes
> >
> > It also gives
> > rather
> > bad performance in my experience.
> >
> > /ScarT
> >
> >
> > 2009/11/22 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
> > that
> > > tracer and use that instead of a material? I'm unsure of how to do
> that.
> > > ___
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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  wrote:

> 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
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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
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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
> L4D(2)'s.
>
> http://developer.valvesoftware.com/wiki/Rain_splashes
>
> It also gives
> rather
> bad performance in my experience.
>
> /ScarT
>
>
> 2009/11/22 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
> that
> > tracer and use that instead of a material? I'm unsure of how to do that.
> > ___
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Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Tobias Kammersgaard
Someone posted some code for this on the VDC, but the effects are far from
L4D(2)'s.

http://developer.valvesoftware.com/wiki/Rain_splashes

It also gives rather
bad performance in my experience.

/ScarT


2009/11/22 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 that
> tracer and use that instead of a material? I'm unsure of how to do that.
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[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 that
tracer and use that instead of a material? I'm unsure of how to do that.
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