rain in hl?
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Re: rain in hl?
Posted by trampus on Sun Jan 11th at 8:19am 2004


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





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Re: rain in hl?
Posted by beer hunter on Sun Jan 11th at 1:44pm 2004


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





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Re: rain in hl?
Posted by Leperous on Sun Jan 11th at 2:10pm 2004


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





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Re: rain in hl?
Posted by scary_jeff on Sun Jan 11th at 2:18pm 2004


A prime example of a question that has been asked many times before?



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Re: rain in hl?
Posted by trampus on Sun Jan 11th at 4:24pm 2004


thanx lep, much apreciated.

youll c the rain in de_altitude





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Re: rain in hl?
Posted by Hornpipe2 on Mon Jan 12th at 2:45am 2004


http://collective.valve-erc.com

tutorial on their site, from the old valve-erc.

[addsig]




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Re: rain in hl?
Posted by Jinx on Mon Jan 12th at 9:17pm 2004


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.





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Re: rain in hl?
Posted by Forceflow on Mon Jan 12th at 9:36pm 2004


(just a little bit off-topic: god, beautiful screenshot !)



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Re: rain in hl?
Posted by Jinx on Mon Jan 12th at 9:47pm 2004


hehe thanks. it's mostly DQ's work, though I redid the lightposts and made the env_glows look a lot better. I lost the final source, though, otherwise I'd do a HLDM version too. If someone is good with ripent and has time to alter it for HLDM...



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Re: rain in hl?
Posted by Forceflow on Mon Jan 12th at 10:12pm 2004


It would be worth it, but sorry, can't do that.



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Re: rain in hl?
Posted by beer hunter on Tue Jan 13th at 12:28am 2004


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.





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Re: rain in hl?
Posted by Cassius on Tue Jan 13th at 5:56am 2004


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]




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Re: rain in hl?
Posted by matt on Tue Jan 13th at 8:45am 2004


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]




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Re: rain in hl?
Posted by scary_jeff on Tue Jan 13th at 9:11am 2004


What's Hondo up to these days Jinx?



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Re: rain in hl?
Posted by Jinx on Tue Jan 13th at 3:13pm 2004


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.





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Re: rain in hl?
Posted by matt on Tue Jan 13th at 5:42pm 2004


I stand corrected [addsig]



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Re: rain in hl?
Posted by OtZman on Wed Jan 14th at 2:17pm 2004


? posted by Forceflow
(just a little bit off-topic: god, beautiful screenshot !)

I agree:

[addsig]




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Re: rain in hl?
Posted by trampus on Wed Jan 14th at 4:09pm 2004


? posted by OtZman
? posted by Forceflow
(just a little bit off-topic: god, beautiful screenshot !)

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

[addsig]




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Re: rain in hl?
Posted by matt on Wed Jan 14th at 4:27pm 2004


you should have a sound for rain as well, so that when people go outside, they can hear it pitter-pattering. [addsig]



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Re: rain in hl?
Posted by Jinx on Wed Jan 14th at 7:52pm 2004


? 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.






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