I'm trying to get rain splashes to show up when they collide with the
ground. In a way, I've succeed. I can get splashes. The problem is
they're almost everywhere but where I want them. They show up even on
the skybox, which I don't want. They won't show up on displacements,
glass, or physics props
You can stop them from hitting the skybox by checking the surface you
hit...look at the HL2 rocket for how to do that. It disappears if it
hits the skybox.
As for displacements, phys objects, etc. your choice of collision group
is almost certainly to blame. I'd use whatever the !picker tracelin
Do you know by chance what the !picker traceline uses?
On Sat, May 15, 2010 at 8:44 PM, Tom Edwards wrote:
> You can stop them from hitting the skybox by checking the surface you
> hit...look at the HL2 rocket for how to do that. It disappears if it
> hits the skybox.
>
> As for displacements, ph
Hi James,
I am going to offer this solution since I don't think you have nailed down
your problem to exactly what is going on. My guess is that the trace is
hitting the rain entity itself. I say this because you have not added the
rain entity a the "ignored entity" and have allowed the trace to hi
UTIL_Remove is a server thing, isn't it? The code doesn't work because
it says it's undefined.
I'm more concerned with making the tracer collide with displacements
and other dynamic entities, because no matter what I do it won't
recognize they're there. The skybox collision isn't a major issue yet
You're using wrong mask or collision group.
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Ignore Util_remove, it's specific to his code. The mask and collision
group should work fine. If not, you need to post all your code.
~Ryan
On May 16, 2010, at 12:58 PM, James K wrote:
> UTIL_Remove is a server thing, isn't it? The code doesn't work because
> it says it's undefined.
>
> I'm m
It's still not creating splashes on displacements.
The code for creating splashes is found around line 331 in
c_effects.cpp. Here's my modded code for it:
---
// Possibly make a splash if we hit a water surface and it's in front
of the view.
if ( m_Splashes.Count() < 99 )
Hmm, you could check if its in a solid.
int contents = enginetrace->GetPointContents( position );
if ( contents & CONTENTS_SOLID )
return false;
Also try other masks like MASK_SOLID and use COLLISION_GROUP_NONE.
I imagine you are doing that trace per particle movement and that seems very
expensi
Still a no go with your code. Tried MASK_SOLID and
COLLISION_GROUP_NONE too, still not working.
Blargh.
On Tue, May 18, 2010 at 12:33 AM, Ryan Sheffer wrote:
> Hmm, you could check if its in a solid.
>
> int contents = enginetrace->GetPointContents( position );
> if ( contents & CONTENTS_SOLID )
Does it collide with thin brushes?
Den 19/05/2010 00.38 skrev "James K" :
Still a no go with your code. Tried MASK_SOLID and
COLLISION_GROUP_NONE too, still not working.
Blargh.
On Tue, May 18, 2010 at 12:33 AM, Ryan Sheffer wrote:
> Hmm, you could check ...
__
With the new code it will collide only with thick brushes. With the
old code it collided with both.
On Tue, May 18, 2010 at 6:54 PM, Tobias Kammersgaard
wrote:
> Does it collide with thin brushes?
>
> Den 19/05/2010 00.38 skrev "James K" :
>
> Still a no go with your code. Tried MASK_SOLID and
>
Try shooting a trace right to the ground from the starting point and see if
you can hit the displacment. You might be passing right through it on your
checks.
I don't remember having problems tracing to displacements myself, so I find
this sort of odd. Another thing to consider are the collision op
It also doesn't help that you're only doing the trace when the random value
is within the current limit.
You need to do the check ALL the time, regardless of if it will actually
spawn it or not.
Displacements are a single plane, chances are you're repeatedly skipping the
actual check 99% of the tim
It's still not working, even with this new code. This is really really stupid.
James
On Wed, May 19, 2010 at 2:57 AM, Tony "omega" Sergi wrote:
> It also doesn't help that you're only doing the trace when the random value
> is within the current limit.
> You need to do the check ALL the time, re
Just to make sure: the displacements DO have hull, ray and physics
collisions enabled in Hammer, don't they?
Thanks,
- Saul.
On 19 May 2010 21:41, James K wrote:
> It's still not working, even with this new code. This is really really
> stupid.
>
> James
>
> On Wed, May 19, 2010 at 2:57 AM, To
Yup.
On Wed, May 19, 2010 at 6:22 PM, Saul Rennison wrote:
> Just to make sure: the displacements DO have hull, ray and physics
> collisions enabled in Hammer, don't they?
>
> Thanks,
> - Saul.
>
>
> On 19 May 2010 21:41, James K wrote:
>
>> It's still not working, even with this new code. This
post all of your code, that way we can help easier.
On Wed, May 19, 2010 at 6:05 PM, James K wrote:
> Yup.
>
> On Wed, May 19, 2010 at 6:22 PM, Saul Rennison
> wrote:
>> Just to make sure: the displacements DO have hull, ray and physics
>> collisions enabled in Hammer, don't they?
>>
>> Thanks,
I don't want to post the whole file because I really haven't changed
anything else and that would be massive, so here's the tidbit i'm
working with. The whole file is c_effects.cpp if you need to see the
rest.
inline bool CClient_Precipitation::SimulateRain(
CPrecipitationParticle* pParticle, floa
Remove the IsInAir conditional, that's your issue.
On Thursday, May 20, 2010, James K wrote:
> I don't want to post the whole file because I really haven't changed
> anything else and that would be massive, so here's the tidbit i'm
> working with. The whole file is c_effects.cpp if you need to se
and remove all of the other randoms other than what that i changed the code
to.
So for the final output:
/*Tony; the traceline replaces the IsInAir check.
you also don't want the random's to be around the traceline either, or
it will only check SOMETIMES. it needs to check _all_ the time.
Removing the IsInAir conditional broke the rain completely. No rain or
splashes at all now.
On Thu, May 20, 2010 at 8:13 AM, Tony "omega" Sergi wrote:
> and remove all of the other randoms other than what that i changed the code
> to.
> So for the final output:
>
> /*Tony; the traceline replac
I dropped the code into a a blank sdk and it works.
I made one minor alteration though, here's the whole thing. if it still
doesn't work for you then i have no idea, as i was just sitting in a box map
with a displacement ground seeing slime splashes randomly, WITH rain coming
down.
http://pastebin.
I didn't comment enough stuff out. Whoops. Thanks for putting up with
my stupidity, Tony.
-James
On Fri, May 21, 2010 at 9:57 AM, Tony "omega" Sergi wrote:
> I dropped the code into a a blank sdk and it works.
> I made one minor alteration though, here's the whole thing. if it still
> doesn't wo
Glad you got it working! I'm looking for something similiar in effect, but
isn't doing so many tracelines performance impacting?
On Fri, May 21, 2010 at 12:23 PM, James K wrote:
> I didn't comment enough stuff out. Whoops. Thanks for putting up with
> my stupidity, Tony.
>
> -James
>
> On Fri, M
It seems to impact it a little bit but I have such a good video card
that I can't see a difference.
On May 21, 2010, at 6:04 PM, Dexter wrote:
> Glad you got it working! I'm looking for something similiar in
> effect, but
> isn't doing so many tracelines performance impacting?
>
> On Fri,
That's why I said what I did in my comment, It also isn't so much the video
card as it is the CPU.
-Tony
On Sat, May 22, 2010 at 8:47 AM, James Keith wrote:
> It seems to impact it a little bit but I have such a good video card
> that I can't see a difference.
>
>
>
> On May 21, 2010, at 6:04 P
I mentioned this also, way too many tracelines and mesh picking is CPU side.
But its the price you pay for dynamic splash locating. Valve do a good job
of optimizing, and bsp checking is cheap enough but still.
On Fri, May 21, 2010 at 5:30 PM, Tony "omega" Sergi wrote:
> That's why I said what I
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