Re: rain in hl?
Posted by trampus on
Sun Jan 11th 2004 at 8:19am
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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 :biggrin:
Re: rain in hl?
Posted by beer hunter on
Sun Jan 11th 2004 at 1:44pm
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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
Re: rain in hl?
Posted by Leperous on
Sun Jan 11th 2004 at 2:10pm
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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 :smile:
Re: rain in hl?
Posted by scary_jeff on
Sun Jan 11th 2004 at 2:18pm
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A prime example of a question that has been asked many times before?
Re: rain in hl?
Posted by trampus on
Sun Jan 11th 2004 at 4:24pm
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thanx lep, much apreciated.
youll c the rain in de_altitude
Re: rain in hl?
Posted by Forceflow on
Mon Jan 12th 2004 at 9:36pm
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(just a little bit off-topic: god, beautiful screenshot !)
Re: rain in hl?
Posted by Jinx on
Mon Jan 12th 2004 at 9:47pm
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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...
Re: rain in hl?
Posted by Forceflow on
Mon Jan 12th 2004 at 10:12pm
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2004-01-12 10:12pm
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It would be worth it, but sorry, can't do that. :sad:
Re: rain in hl?
Posted by beer hunter on
Tue Jan 13th 2004 at 12:28am
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Very nice looking indeed and a psuedo reflective fx in such a big area. Was a bit weird running around in black and white :smile:
BTW the archive needs BN_bulb.spr for HLDM.
Re: rain in hl?
Posted by Cassius on
Tue Jan 13th 2004 at 5:56am
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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.
Re: rain in hl?
Posted by scary_jeff on
Tue Jan 13th 2004 at 9:11am
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What's Hondo up to these days Jinx?
Re: rain in hl?
Posted by matt on
Tue Jan 13th 2004 at 5:42pm
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I stand corrected :smile:
Re: rain in hl?
Posted by matt on
Wed Jan 14th 2004 at 4:27pm
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you should have a sound for rain as well, so that when people go outside, they can hear it pitter-pattering.