mikem
Quake 2 Mapping Club
Posts: 328
|
Post by mikem on Mar 13, 2023 13:09:12 GMT -5
Is it possible to add a rain effect that is generated by the sky and whose intensity can be set by value?
This only needs to be displayed up to an inconspicuous view distance.
For example:
texture flag: rain
Value: 100
|
|
|
Post by knightmare on Mar 13, 2023 16:44:07 GMT -5
No, KMQ2 currenly doesn't support native particle volumes like rain or snow. But you can use the Lazarus target_precipitation entity, which spawns server-side snow, rain, or leaf entities that fall to the ground. This should be used sparingly in relatively small areas, as it sends lots of entities to the client. You can also fake it by using flowing trans or alphatest textures. A DM map using this method was posted here in the Café years ago, called Buzzkill by Jester. Just don't forget the no light/envmap surface flag (0x01000000) if you're using the trans33/66 approach. One other possibility for snow is to use multiple strips of func_force_wall entities up in the air, with the "style" key set to 215 or 216 for a white color. These will drop white particles that look a bit like snow, but I don't know if they will fall far enough before disappearing. As far as real particle volumes, that would require implementing support for volume shaders. That sort of thing is on my long term todo list.
|
|
mikem
Quake 2 Mapping Club
Posts: 328
|
Post by mikem on Mar 14, 2023 0:46:13 GMT -5
Thanks. It was just an idea.
|
|