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Realistic rain

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Hello. :)

Note: This tutorial is for HL2 games, CS:S and TF2 since Left4Dead and Portal have better rain.

__________________________________________________________________________

Here is an easy tutorial how to make Source engine rain more realistic. 

We all know that default rain is thin, long and falls in stright line.
You can see the screenskots. 

So let's change it. :)

The new effect looks better in game.

Adding rain

First let's add some rain in map.

  1. Make a brush/es in your map where you want to have rain.
  2. [Optional] Make more brushes in same position to make higher density
  3. Select brushes
  4. Tie it to entity (CTRL + T) --> func_precipitation
  5. In the entity options set:
  • Density - 100
  • COLOR (R G B) - leave default
  • Precipitation type - Rain

OK. We have rain. Time to make it beautiful. :)

Adding magic code

Crate entitys:
  • point_servercommand
  • logic_auto
Name point_severcommand rain_commands
Go to logic_auto-->Outputs

Click add:
  1. OnMapSpawn -> rain_commands -> Command -> r_winddir 1
  2. OnMapSpawn -> rain_commands -> Command -> r_windspeed 50   (0 = vertical)
  3. OnMapSpawn -> rain_commands -> Command -> r_rainlength 0.025f
  4. OnMapSpawn -> rain_commands -> Command -> r_rainwidth 1.5
  5. OnMapSpawn -> rain_commands -> Command -> r_rainalpha 0.3
  6. OnMapSpawn -> rain_commands -> Command -> r_rainspeed 1200f

Thats it. :) Test it.

NOTES

If you map for Counter Strike: Source or Team Forterss 2 --> crate point_clientcommand and name it rain_commant_client.

Crate another logic_auto and add all the commands from above but change rain_commands to rain_commands_client.

Done. !

Hope you like it. :)

Hint

You can type these commands in-game in any map or server.
You don't need sv_cheats 1.
So you can play with numbers while testing.

Happy raining! :)

Posts

  • 5mo
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    Matias-TM
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    Useful.

    9.5/10

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    Mantra
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  • 6mo
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    You might be better off using particle systems for rain.

    The upside of particle systems over func_precipitation is that particle systems are only rendered while the player is in range, while the latter are rendered constantly for the whole area they cover.
    • Agree x 1
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