ive got the rain.spr i just dont know which entity i should use and wat values should be put in
help would b much apreciated![]()
ive got the rain.spr i just dont know which entity i should use and wat values should be put in
help would b much apreciated![]()
Use env_sprite, in the Sprite Name field enter the folder where the sprites stored and its name, something like - sprites/rain.spr. It should work with the default values used for the other settings.
For a rainfall fx you can use an animated sprite, DOD's xrain.spr is quite nice looking.
There's a couple of problems with animated sprites - they're laggy so don't use too many and they have to be positioned so that you don't get rain coming in thru building roofs and walls.
ttfn

Well, it depends on what type of rain sprite you have:
If you have a 'single' rain drop sprite, you'll need to use an env_beam entity for each drop, with info_targets as the start and end entity for every drop you have. Set the life to 0, texture scroll to -20 or so, and tick the start on flag.
Or if you have a large rain sprite which shows more than one drop, just use an env_sprite entity. Both ways need the sprite name value to be sprites/rain.spr (or linking to wherever your rain sprite is kept), with render mode set to additive, and play around with the FX amount.
And again, as he said above, too many can cause serious slow-down in game ![]()
thanx lep, much apreciated.
youll c the rain in de_altitude

another way to do it is with func_illusionaries and scroll textures. depending on how big an area it is, whether it's just outside a window, etc. that can look better and be more practical. It's what DeepQantus used in his map Noir which I finished for him:
I know DQ won't mind me loaning the scrollrain texture from Noir, and I asked Hondo if it was okay to share his rain-on-ground (or skylight) animated textures and he said it was okay. I zipped them up for you HERE, please credit those guys if you use them (see readme). Anyone else is welcome to try them, too. I used them in Revenant as well.
oh, and it was made for ahl's env_rain entity, but the rain sprites here might be useful. I think the HL one is way too 'blue'.
edit: the problem with using env_beam sprite stuff is that it uses so many entities for just a few drops. But can't you use models to put a bunch of sprites in one place for grass etc.? maybe someone who knew what they were doing could make some 'rain models' that fill a decent sized area with falling rain sprites, so you could cover a good-sized area with just a few env_sprite or cycler_sprite entities used to place the 'model' in the map.



Very nice looking indeed and a psuedo reflective fx in such a big area. Was a bit weird running around in black and white ![]()
BTW the archive needs BN_bulb.spr for HLDM.

The noir concept has never really done so well in Half-Life - using small textures requires lots of stand-out colors and sharpening to go toe-to-toe with newer games. The puddle effect could be more polished, but it's a good idea.
[addsig]Nice effect, theres another tutorial on it here:
http://collective.valve-erc.com/index.php?doc=1046838887-64569500
and another one here:
http://ahlmd.telefragged.com/tutorials.php?tid=25
although the second ones a bit more complex. It was written by Jinx I beleive.
[addsig]
that second tutorial only works for Action Half-Life, matt. and ironically, although Noir is an AHL map, it doesn't use the env_rain- the other rain just looks better for that map, and besides the env_rain wants to fall through the mirror-ground effect if you try it ![]()
Hondo still hangs out in #ahl_mapping in IRC, but he hasn't done any mapping for a long time that I'm away of, scary
. Not sure if he has any gaming-related projects going atm or not.


| ? posted by OtZman | ||
I agree: |
me too ![]()
btw thanx to hornpipe2, i saw that tut ages ago but i couldnt remember wat site it was on and i forgot to bookmark it 

| ? posted by matt |
| you should have a sound for rain as well, so that when people go outside, they can hear it pitter-pattering. |
there are several rain sounds in this SOUND PACK, even some good thunder sounds. It's about 6mb, all sounds formatted to use in HL.
(yes I have a link for fricking everything) ![]()
btw, if you are going to use a global ambient_generic for the rain sound, put it in a tiny box waaaayy above the map. that will make it sound like it's coming from everywhere around you. otherwise it will sound like the rain noise is coming from a particular part of the map and that's just weird.
