Func precipitation: Difference between revisions

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m (→‎Keyvalues: Changed "from first prticle to" to "from first particle to".)
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| <code>1</code> || Snow '''(Identical to "Rain" - use "Snowfall" instead.)'''
| <code>1</code> || Snow '''(Identical to "Rain" - use "Snowfall" instead.)'''
|-
|-
| <code>2</code> || Ash {{note|This option has problems in Counter Strike: Source and Half-Life 2 non-episodic (missing texture/sprite), can be fixed by extracting materials/effects/fleck_ash1 to 3 VMTs and VTFs from episode 1 shared.gcf}}
| <code>2</code> || Ash {{note|This option has problems in Counter Strike: Source and Half-Life 2 non-episodic (missing texture/sprite), can be fixed by extracting materials/effects/fleck_ash1 to 3 VMTs and VTFs, and ember_swirling001.vtf from episode 1 shared.gcf}}
|-
|-
| <code>3</code> || Snowfall
| <code>3</code> || Snowfall

Revision as of 11:23, 14 December 2013

Template:Base brush It creates rain and snow inside its volume.

Rain Related Console Commands

There are a number of console commands that control func_precipitation rendering. These include: r_rainalpha, r_rainalphapow, r_raindensity, r_rainlength, r_RainHack, r_rainlength, r_RainProfile (displays stats on rain rendering costs), r_RainRadius, r_RainSideVel (controls sideways movement of the rain particles, e.g. to simulate rain in the wind), r_RainSimulate (toggles animation on the rain; freezes the rain when set to 0), r_rainspeed, r_RainSplashPercentage and r_rainwidth.

Todo: The names of these seem descriptive enough for most of them, but what do r_rainalphapow and r_RainHack do?
Warning.pngWarning:Precipitation volumes shouldn't be placed in the same volume as func_smokevolume is. Otherwise engine may freeze at the end of loading the level. It is probably caused by some particle coding that do not accept this two types of sprites to render at once (in the same volume).
  • See also Precipitation issues - details various issues and workarounds involving the use of this entity.

Keyvalues

Density (0-100%) ([todo internal name (i)]) <integer>
This is the amount of particles that fall down from top side of brush. However distance from first particle to second depends on a brush volume size!
Color (R G B) ([todo internal name (i)]) <color255>
Color added to sprites which are rendered transparently (probably rain and snow particles)
Precipitation Type ([todo internal name (i)]) <choices>
Precipitation type
Value Description
0 Rain
1 Snow (Identical to "Rain" - use "Snowfall" instead.)
2 Ash
Note.pngNote:This option has problems in Counter Strike: Source and Half-Life 2 non-episodic (missing texture/sprite), can be fixed by extracting materials/effects/fleck_ash1 to 3 VMTs and VTFs, and ember_swirling001.vtf from episode 1 shared.gcf
3 Snowfall
4 Particle Rain Template:L4D add
5 Particle Ash Template:L4D add
6 Particle Rain Storm Template:L4D2 add
7 Particle Bugs Template:L4D2 add
8 Particle Smoke Template:L4D2 add
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs