Func precipitation: Difference between revisions

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m (→‎Keyvalues: (Added the L4D precipitation type))
m (Robot: fixing template case.)
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| {{ep1 add|2}} || {{ep1 add|Ash}}
| {{EP1 add|2}} || {{EP1 add|Ash}}
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| {{ep1 add|3}} || {{ep1 add|Snowfall}}
| {{EP1 add|3}} || {{EP1 add|Snowfall}}
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Revision as of 19:18, 19 January 2009

Template:Wrongtitle Template:Base brush

Entity Description

A brush entity that 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?
  • See also Precipitation issues - details various issues and workarounds involving the use of this entity.

Keyvalues

  • renderamt
<integer> Density (0-100%)
  • rendercolor
#000000 Color (R G B)
  • preciptype
<choices> Precipitation Type
Literal Value Description
0 Rain
1 Snow
(in all games since Half-Life 2: Episode One) Ash (in all games since Half-Life 2: Episode One)
(in all games since Half-Life 2: Episode One) Snowfall (in all games since Half-Life 2: Episode One)
4 -
Template:L4d add Template:L4d add

Inputs

Outputs