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Func precipitation: Difference between revisions

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| {{td|0|dark=1}}{{td|Rain|dark=1}}
| {{td|0|dark=1}}{{td|Rain|dark=1}}
{{td| }}
{{td| }}
{{td|Seen in [[Counter-Strike: Source|CS:S]] map "<code>de_aztec</code>"}}
{{td|Seen in {{css|2}} map "<code>de_aztec</code>"}}
}}
}}
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{{tr
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| {{td|2|dark=1}}{{td|Ash|dark=1}}
| {{td|2|dark=1}}{{td|Ash|dark=1}}
{{td| }}
{{td| }}
{{td|Seen throughout [[Half-Life 2: Episode One]]
{{td|Seen throughout {{hl2ep1|2}}
{{note|Appears with missing textures in most games. You may copy all <code>materials/effects/fleck_ash*</code> and <code>materials/effects/ember_swirling001</code> files from <code>ep1_pak_dir.vpk</code> and ship it with your game/map.}} }}
{{note|Appears with missing textures in most games. You may copy all <code>materials/effects/fleck_ash*</code> and <code>materials/effects/ember_swirling001</code> files from <code>ep1_pak_dir.vpk</code> and ship it with your game/map.}} }}
}}
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| {{td|3|dark=1}}{{td|Snowfall|dark=1}}
| {{td|3|dark=1}}{{td|Snowfall|dark=1}}
{{td| }}
{{td| }}
{{td|Seen in [[Day of Defeat: Source|DoD:S]] map "<code>dod_colmar</code>" }}
{{td|Seen in {{dods|2}} map "<code>dod_colmar</code>" }}
}}
}}
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| {{td|7|dark=1}}{{td|Particle Snow|dark=1}}
| {{td|7|dark=1}}{{td|Particle Snow|dark=1}}
{{td|{{since|{{as}}}} }}
{{td|{{since|{{as}}}} }}
{{td|Seen in CS:GO map "<code>ar_monastery</code>" }}
{{td|Seen in {{csgo|2|nt=0}} map "<code>ar_monastery</code>" }}
}}
}}
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Revision as of 07:51, 16 September 2024

Rain particles created by func_precipitation in Counter-Strike: Global Offensive

func_precipitation is a brush entity available in all Source Source games. It creates rain, snow, or ash inside its volume.

C++ Class hierarchy
CPrecipitation
CBaseEntity
C++ effects.cpp
Icon-Important.pngImportant:This is a preserved entity in Day of Defeat: SourceTeam Fortress 2.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.

Keyvalues

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

Density (0-100%) (renderamt) <integer>
This is the amount of particles that fall down from the top side of the 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) <integer choices>
Precipitation type
Note.pngNote:The "Particle" precipitation types are generated using the PCF files of a game, allowing users to alter the look of the precipitation in more ways than just the used material.

Inputs

Alpha <integerRedirectInput/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.

Warning.pngWarning:func_precipitation brushes should not overlap func_smokevolume brushes, as it can freeze the game. The exact cause of this is not clear.
Note.pngNote:The precipitation created by this entity is not gpu-accelerated. In resource-intensive multiplayer games such as Team Fortress 2, it's recommended to use a particle system to create weather effects rather than relying on this entity.

See also