Func precipitation: Difference between revisions
		
		
		
		
		
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 Warning:
Warning:
 Note:The precipitation created by this entity is not gpu-accelerated. In resource-intensive multiplayer games such as
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.
, it's recommended to use a particle system to create weather effects rather than relying on this entity. 
		
	
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| {{entity| | {{entity|func_precipitation|type=e2}} 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]] | ||
Revision as of 06:25, 24 January 2023
Template:Entity 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_swirling001fromep1_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 " ) 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. ) 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. ) 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 " ) 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. ) 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. ) 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. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- Alpha <integer> !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. 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_RainParticleDensityinstead.- r_rainalphapow - <float> - Raises the value of - r_rainalphaexponentially. Confirm:Some say this has no effect? Confirm:Some say this has no effect?
 Warning:
Warning:func_precipitation brushes should not overlap func_smokevolume 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
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.
, it's recommended to use a particle system to create weather effects rather than relying on this entity. 