Func precipitation
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Template:Base brush It creates rain, snow, or ash inside its volume.
Rain 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.

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.