All I want are raindrops that fall and emit do their sprite animation upon contact. I placed a func_precipitation in the sky, regular rain works great, particle rain does not. The second I switch to particle rain its over. I want the sweet stuff just like from hard rain campaign. Any advice? I follow the tutorials but none of them work. I edited the instance of c4m4_storm_ent and deleted all the instances within that file because they messed everything up supposedly. Could that cause problems? Thanks.
1
Re: L4D2 Rain storm doesn't work
Posted by Carcase on Thu May 6th at 5:13pm 2010
Posted by Carcase on Thu May 6th at 5:13pm 2010
Ok, new update. I set the shaders to high, and leaves fall from the sky, which is cool, I guess. Off in the distance, above my bsp brushes (possibly at the origin) is a single point where all rain droplets are colliding. I'm not sure what to do. Advice?

Here is the compile log without RAD compiled.
----------------------------------------------
-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonleft 4 dead 2bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program filessteamsteamappscommonleft 4 dead 2binvbsp
.exe" -game "c:program filessteamsteamappscommonleft 4 dead 2left4dead2" "
C:Program FilesSteamsteamappscommonleft 4 dead 2sdk_contentmapsrctest.vm
f"
-------------------------------------------------------------------------------
Valve Software - vbsp.exe (Apr 21 2010)
2 threads
materialPath: c:program filessteamsteamappscommonleft 4 dead 2left4dead2m
aterials
Loading C:Program FilesSteamsteamappscommonleft 4 dead 2sdk_contentmapsrc
test.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Patching WVT material: maps/test/nature/blend_dirt_mud_01_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamsteamappscommonleft 4 dead 2sdk_contentmapsrc
test.prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (199265 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 394 texinfos to 186
Reduced 88 texdatas to 64 (3468 bytes to 2590)
Writing C:Program FilesSteamsteamappscommonleft 4 dead 2sdk_contentmapsrc
test.bsp
1 second elapsed
-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonleft 4 dead 2bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program filessteamsteamappscommonleft 4 dead 2binvvis
.exe" -game "c:program filessteamsteamappscommonleft 4 dead 2left4dead2" -
fast "C:Program FilesSteamsteamappscommonleft 4 dead 2sdk_contentmapsrct
est"
-------------------------------------------------------------------------------
Valve Software - vvis.exe (Apr 21 2010)
fastvis = true
2 threads
reading c:program filessteamsteamappscommonleft 4 dead 2sdk_contentmapsrc
test.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:program filessteamsteamappscommonleft 4 dead 2sdk_contentmapsrc
test.prt
471 portalclusters
1151 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 10748 visible clusters (0.00%)
Total clusters visible: 102103
Average clusters visible: 216
Building PAS...
Average clusters audible: 437
visdatasize:52707 compressed from 60288
writing c:program filessteamsteamappscommonleft 4 dead 2sdk_contentmapsrc
test.bsp
0 seconds elapsed
-------------------------------------------------------------------------------
Running command: copy "C:Program FilesSteamsteamappscommonleft 4 dead 2sdk
_contentmapsrctest.bsp" "c:program filessteamsteamappscommonleft 4 dead 2
left4dead2mapstest.bsp"
-------------------------------------------------------------------------------
Finished. Press a key to close.

Here is the compile log without RAD compiled.
----------------------------------------------
-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonleft 4 dead 2bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program filessteamsteamappscommonleft 4 dead 2binvbsp
.exe" -game "c:program filessteamsteamappscommonleft 4 dead 2left4dead2" "
C:Program FilesSteamsteamappscommonleft 4 dead 2sdk_contentmapsrctest.vm
f"
-------------------------------------------------------------------------------
Valve Software - vbsp.exe (Apr 21 2010)
2 threads
materialPath: c:program filessteamsteamappscommonleft 4 dead 2left4dead2m
aterials
Loading C:Program FilesSteamsteamappscommonleft 4 dead 2sdk_contentmapsrc
test.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Patching WVT material: maps/test/nature/blend_dirt_mud_01_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamsteamappscommonleft 4 dead 2sdk_contentmapsrc
test.prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (199265 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 394 texinfos to 186
Reduced 88 texdatas to 64 (3468 bytes to 2590)
Writing C:Program FilesSteamsteamappscommonleft 4 dead 2sdk_contentmapsrc
test.bsp
1 second elapsed
-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonleft 4 dead 2bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program filessteamsteamappscommonleft 4 dead 2binvvis
.exe" -game "c:program filessteamsteamappscommonleft 4 dead 2left4dead2" -
fast "C:Program FilesSteamsteamappscommonleft 4 dead 2sdk_contentmapsrct
est"
-------------------------------------------------------------------------------
Valve Software - vvis.exe (Apr 21 2010)
fastvis = true
2 threads
reading c:program filessteamsteamappscommonleft 4 dead 2sdk_contentmapsrc
test.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:program filessteamsteamappscommonleft 4 dead 2sdk_contentmapsrc
test.prt
471 portalclusters
1151 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 10748 visible clusters (0.00%)
Total clusters visible: 102103
Average clusters visible: 216
Building PAS...
Average clusters audible: 437
visdatasize:52707 compressed from 60288
writing c:program filessteamsteamappscommonleft 4 dead 2sdk_contentmapsrc
test.bsp
0 seconds elapsed
-------------------------------------------------------------------------------
Running command: copy "C:Program FilesSteamsteamappscommonleft 4 dead 2sdk
_contentmapsrctest.bsp" "c:program filessteamsteamappscommonleft 4 dead 2
left4dead2mapstest.bsp"
-------------------------------------------------------------------------------
Finished. Press a key to close.
Re: L4D2 Rain storm doesn't work
Posted by Carcase on Thu May 6th at 7:57pm 2010
Posted by Carcase on Thu May 6th at 7:57pm 2010
Accepted Answer
Found the problem. Particle rain/rainstorm both require a very high skybox ceiling to work. I believe they were hitting the top of the un-rendered side of the skybox, and freaking out and teleporting to the origin.
Re: L4D2 Rain storm doesn't work
Posted by Riven on Fri May 7th at 10:21am 2010

Riven
super admin
1639 posts
802 snarkmarks
Registered: May 2nd 2005
Location: Austin, Texas, USA
Occupation: Architect
Posted by Riven on Fri May 7th at 10:21am 2010
Sorry we couldn't help you here. But glad to know. However, that rain particle cloud looks pretty cool. kah-may-ha-may-HA!
Yea, I do happen to remember func_precipitation needing some kind of space above (by how much, I don't know) in order to function properly. So many things that aren't documented...
Oh, be sure to add a water_lod_control entity in your map!
best of luck to you and your map.
Yea, I do happen to remember func_precipitation needing some kind of space above (by how much, I don't know) in order to function properly. So many things that aren't documented...
Oh, be sure to add a water_lod_control entity in your map!
best of luck to you and your map.
Riven
super admin
1639 posts
802 snarkmarks
Registered: May 2nd 2005
Location: Austin, Texas, USA

Occupation: Architect
Re: L4D2 Rain storm doesn't work
Posted by Niborius on Fri May 7th at 11:38am 2010
I keep hearing that all the time at school
And yeah I've noticed the lack of water_lod_control's in that compile log as well
Posted by Niborius on Fri May 7th at 11:38am 2010
Quoting Riven
kah-may-ha-may-HA!
I keep hearing that all the time at school

And yeah I've noticed the lack of water_lod_control's in that compile log as well
Youtube Channel: https://www.youtube.com/c/Nibgames
Re: L4D2 Rain storm doesn't work
Posted by lupetto77 on Wed Apr 17th at 2:41am 2013
Posted by lupetto77 on Wed Apr 17th at 2:41am 2013
Hello ...
I too have the same problem could you tell me how you solved please that I can not?
As a test I created a room with walls and ceiling to 32 using the texture skybox3d and the floor are always 32 but with the texture concrete_floor_02
then I used the trigger throughout the room changed the class into func_precipitation
density at 100
precipitation type: particle rain storm
end, but not even the rain falls, however if instead of using particle rain storm rain the rain but not the sketches you see how I can fix?
I was forgetting I put entities water_lod_control
Sorry for the English I'm using google transla...
I too have the same problem could you tell me how you solved please that I can not?
As a test I created a room with walls and ceiling to 32 using the texture skybox3d and the floor are always 32 but with the texture concrete_floor_02
then I used the trigger throughout the room changed the class into func_precipitation
density at 100
precipitation type: particle rain storm
end, but not even the rain falls, however if instead of using particle rain storm rain the rain but not the sketches you see how I can fix?
I was forgetting I put entities water_lod_control
Sorry for the English I'm using google transla...
1
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