Func precipitation: Difference between revisions
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Warning:
Note:The precipitation created by this entity is not gpu-accelerated. In resource-intensive multiplayer games such as
, it's recommended to use a particle system to create weather effects rather than relying on this entity.
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{{base brush|func_precipitation}} It creates rain, snow, or ash inside its volume. | {{base brush|func_precipitation}} It creates rain, snow, or ash inside its volume. | ||
[[File:Func precipitation rain storm csgo.jpg|thumb|right|Rain particles created by func_precipitation in Counter-Strike: Global Offensive]] | [[File:Func precipitation rain storm csgo.jpg|thumb|right|Rain particles created by func_precipitation in Counter-Strike: Global Offensive]] | ||
===Rain Related Console Commands | |||
==Keyvalues== | |||
{{KV|Density (0-100%)|intn=renderamt|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!}} | |||
{{KV|Color (R G B)|intn=rendercolor|color255|Color added to sprites which are rendered transparently (probably rain and snow particles)}} | |||
{{KV|Precipitation Type|intn=preciptype|choices|Precipitation type}} | |||
{{ColumnBox|count=1|margin=2em| | |||
*0: Rain. Rain falling. '''Example:''' [[Counter-Strike: Source|CS:S]] map "<code>de_aztec</code>" | |||
*1: Snow. Identical to Rain, use "Snowfall" instead | |||
*2: Ash. Ash falling. Appears with missing textures in most games other than [[Half-Life 2: Episode One|EP1]]. A fix can be applied by extracting all 3 <code>materials/effects/fleck_ash*</code> textures and <code>materials/effects/ember_swirling001</code> from <code>ep1_pak_dir.vpk</code>. '''Example:''' Used throughout [[Half-Life 2: Episode One|EP1]] | |||
*3: Snowfall. Snow falling. '''Example:''' [[Day of Defeat: Source|DoD:S]] map "<code>dod_colmar</code>". | |||
*4: Particle Rain. {{since|{{l4d}}}} Particle rain with slight mist and refraction. '''Examples:''' [[Left 4 Dead|Left 4 Dead's]] "No Mercy" campaign, [[Counter-Strike: Global Offensive|CS:GO]] map "<code>de_aztec</code>" | |||
*5: Particle Ash. {{since|{{l4d}}}} Particle ash. '''Example:''' Left 4 Dead's "Dead Air" campaign. | |||
*6: Particle Rain Storm. {{since|{{l4d2}}}} Particle rain with no mist/refraction and more angled particles. Alpha values over 100 enable an additional flying leaves effect seen during the storm event. '''Example:''' [[Left 4 Dead 2|Left 4 Dead 2's]] "Hard Rain" and "The Passing" campaigns. | |||
*7: Particle Snow. {{since|{{as}}}} Particle snowfall. '''Example:''' CS:GO map "<code>ar_monastery</code>" | |||
*7: Particle Bugs. {{only|{{l4d2}}}} Particle flying bugs. In later games, this value is used by Particle Snow instead. '''Example:''' Left 4 Dead 2's "Swamp Fever" campaign. | |||
*8: Particle Smoke. {{only|{{l4d2}}}} Particle smoke with variable density. '''Example:''' Left 4 Dead 2's "Dead Center" campaign. | |||
}} | |||
{{KV Targetname}} | |||
== Inputs == | |||
{{IO|Alpha|Changes the density of the rain, and may add additional particle effects like fog or leafs. It accepts inputs from -1 to 255.|nofgd=1}} | |||
{{sfx_brush}} | |||
== Related Console Commands == | |||
There are a number of console commands that control precipitation rendering. See the [[Precipitation issues]] page for details on various issues and workarounds involving this entity. | There are a number of console commands that control precipitation rendering. See the [[Precipitation issues]] page for details on various issues and workarounds involving this entity. | ||
:{| class=standard-table | :{| class=standard-table | ||
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{{warning|<code>func_precipitation</code> brushes should not overlap <code>[[func_smokevolume]]</code> brushes, as it can freeze the game. The exact cause of this is not clear.}} | {{warning|<code>func_precipitation</code> brushes should not overlap <code>[[func_smokevolume]]</code> brushes, as it can freeze the game. The exact cause of this is not clear.}} | ||
{{note|The precipitation created by this entity is not gpu-accelerated. In resource-intensive multiplayer games such as {{tf2}}, it's recommended to use a [[particle system]] to create weather effects rather than relying on this entity. }} | {{note|The precipitation created by this entity is not gpu-accelerated. In resource-intensive multiplayer games such as {{tf2}}, it's recommended to use a [[particle system]] to create weather effects rather than relying on this entity. }} | ||
== See Also == | == See Also == | ||
* [[func_precipitation_blocker]] | * [[func_precipitation_blocker]] |
Revision as of 13:01, 6 October 2022
Template:Base brush It creates rain, snow, or ash inside its volume.
Keyvalues
- Density (0-100%) (renderamt) <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) (rendercolor) <color255>
- Color added to sprites which are rendered transparently (probably rain and snow particles)
- Precipitation Type (preciptype) <choices>
- Precipitation type
- 0: Rain. Rain falling. Example: CS:S map "
de_aztec
" - 1: Snow. Identical to Rain, use "Snowfall" instead
- 2: Ash. Ash falling. Appears with missing textures in most games other than EP1. A fix can be applied by extracting all 3
materials/effects/fleck_ash*
textures andmaterials/effects/ember_swirling001
fromep1_pak_dir.vpk
. Example: Used throughout EP1 - 3: Snowfall. Snow falling. Example: DoD:S map "
dod_colmar
". - 4: Particle Rain. (in all games since
) Particle rain with slight mist and refraction. Examples: Left 4 Dead's "No Mercy" campaign, CS:GO map "
de_aztec
" - 5: Particle Ash. (in all games since
) Particle ash. Example: Left 4 Dead's "Dead Air" campaign.
- 6: Particle Rain Storm. (in all games since
) Particle rain with no mist/refraction and more angled particles. Alpha values over 100 enable an additional flying leaves effect seen during the storm event. Example: Left 4 Dead 2's "Hard Rain" and "The Passing" campaigns.
- 7: Particle Snow. (in all games since
) Particle snowfall. Example: CS:GO map "
ar_monastery
" - 7: Particle Bugs. (only in
) Particle flying bugs. In later games, this value is used by Particle Snow instead. Example: Left 4 Dead 2's "Swamp Fever" campaign.
- 8: Particle Smoke. (only in
) Particle smoke with variable density. Example: Left 4 Dead 2's "Dead Center" campaign.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- Alpha !FGD
- Changes the density of the rain, and may add additional particle effects like fog or leafs. It accepts inputs from -1 to 255.
Related Console Commands
There are a number of console commands that control precipitation rendering. See the Precipitation issues page for details on various issues and workarounds involving this entity.
Command Name Value Description r_RainParticleDensity <float> Set the density to enable or disable any precipitation particle. Value 1 to enable and 0 to disable. r_rainalpha <float> Adjusts transparency of rain particles. r_rainProfile <bool> Displays stats on rain rendering costs. r_RainHack <bool> Overrides density values set in Hammer. Enabling will result in longer and more dense rain than at 100%. Can help solve visibility issues. Note:Rain may fall through brushes when this command is enabled.
r_rainspeed <float> Lower values will cause rain to disappear sooner and fall slower. Default value is 600.0f r_RainSideVel <float> Controls sideways movement of the rain particles. r_RainSimulate <bool> Toggles animation on the rain; freezes the rain when set to 0. r_rainwidth <float> Widens the rain's alpha to desired value. Default value is 0.5 r_RainRadius <float> Distance from the brush where the rain starts/stops rendering. r_rainlength <float> Changes the length of the rain particles. Default value is 0.1f r_RainSplashPercentage <float> Percent chance of splash particles spawning when a particle is used. r_raindensity <float> No function. Use r_RainParticleDensity
instead.r_rainalphapow <float> Raises the value of r_rainalpha
exponentially.Confirm:Some say this has no effect?

func_precipitation
brushes should not overlap func_smokevolume
brushes, as it can freeze the game. The exact cause of this is not clear.
