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 Post subject: rainbespin speed change ?
PostPosted: Wed Nov 07, 2012 6:04 pm 
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Joined: Sat Dec 17, 2011 7:18 pm
Posts: 205
Location: france
I look in the file rainbespin.shader...

it is possible to change the rain's speed ?

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 Post subject: Re: rainbespin speed change ?
PostPosted: Wed Nov 07, 2012 10:39 pm 
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surfaceSprites effect 0.8 0.8 40 300

Should be this green value in the "surfaceSprites effect" but don't make it everywhere the same value or you have synched rain, I guess - the lower the value the more rain u get :) If you found a good value, plz share it =D


Maybe you should try this shader, it's increased by double or more I guess:
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textures/rainbespin/water
{
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm trans
q3map_nolightmap
{
map gfx/effects/clear
blendFunc GL_ONE GL_ONE
}
{
clampmap textures/rainbespin/water_splash
surfaceSprites effect 0.8 0.8 10 300
ssFademax 2000
ssVariance 1.5 1.5
ssFXGrow 2 3
ssFXDuration 100
ssFXAlphaRange 0.1 0
blendFunc GL_ONE GL_ONE
}
{
clampmap textures/rainbespin/splash
surfaceSprites effect 1 1 10 300
ssFademax 2000
ssVariance 2 2
ssFaceup
ssFXDuration 100
ssFXGrow 7 7
ssFXAlphaRange 1 0
blendFunc GL_ONE GL_ONE
}
{
clampMap textures/rainbespin/rain1
surfaceSprites effect 1 512 50 300
ssFademax 2000
ssFXDuration 12
ssFXAlphaRange 0.8 0
blendFunc GL_ONE GL_ONE
}
{
clampMap textures/rainbespin/rain2
surfaceSprites effect 1 512 19 300
ssFademax 2000
ssFXDuration 13
ssFXAlphaRange 0.8 0
blendFunc GL_ONE GL_ONE
}
{
clampMap textures/rainbespin/rain9
surfaceSprites effect 1 512 18 300
ssFademax 2000
ssFXDuration 13
ssFXAlphaRange 0.8 0
blendFunc GL_ONE GL_ONE
}
}

textures/rainbespin/water2
{
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm trans
q3map_nolightmap
{
clampMap textures/rainbespin/rain3
surfaceSprites effect 1 512 17 300
ssFademax 2000
ssFXDuration 11
ssFXAlphaRange 0.8 0
blendFunc GL_ONE GL_ONE
}
{
clampMap textures/rainbespin/rain1
surfaceSprites effect 1 512 16 300
ssFademax 2000
ssFXDuration 15
ssFXAlphaRange 0.8 0
blendFunc GL_ONE GL_ONE
}
{
clampMap textures/rainbespin/rain5
surfaceSprites effect 1 512 15 300
ssFademax 2000
ssFXDuration 12
ssFXAlphaRange 0.8 0
blendFunc GL_ONE GL_ONE
}
{
clampMap textures/rainbespin/rain6
surfaceSprites effect 1 512 11 300
ssFademax 2000
ssFXDuration 13
ssFXAlphaRange 0.8 0
blendFunc GL_ONE GL_ONE
}
{
clampMap textures/rainbespin/rain7
surfaceSprites effect 1 512 13 300
ssFademax 2000
ssFXDuration 11
ssFXAlphaRange 0.8 0
blendFunc GL_ONE GL_ONE
}
{
clampMap textures/rainbespin/rain8
surfaceSprites effect 1 512 12 300
ssFademax 2000
ssFXDuration 15
ssFXAlphaRange 0.8 0
blendFunc GL_ONE GL_ONE
}
}

textures/rainbespin/wolken
{
qer_editorimage gfx/sprites/fog
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm trans
q3map_nolightmap
qer_trans 0.5
{
map gfx/effects/clear
blendFunc GL_ONE GL_ONE
detail
}
{
map gfx/sprites/fog
surfaceSprites effect 30 20 10 200
ssFademax 3000
ssFadescale 3
ssVariance 3 2
ssWind 30
ssFXDuration 5000
ssFXGrow 3 3
ssFXAlphaRange 0.6 0
blendFunc GL_ONE GL_ONE
detail
}
}

textures/rainbespin/madeby
{
cull disable
surfaceparm nonsolid
surfaceparm trans
q3map_nolightmap
{
map textures/rainbespin/madeby.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
}
{
map gfx/effects/chrome2
blendFunc GL_DST_COLOR GL_ONE
tcGen environment
tcMod scroll 0.3 0.2
tcMod turb 0.6 0.3 0 0.2
detail
}
}


(The picture isn't value 40, not sure which value Nere used here)
Attachment:
shot0578j.jpg
shot0578j.jpg [ 113.99 KiB | Viewed 1516 times ]

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 Post subject: Re: rainbespin speed change ?
PostPosted: Thu Nov 08, 2012 6:25 pm 
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Joined: Sat Dec 17, 2011 7:18 pm
Posts: 205
Location: france
ok thank you :) but I would also want to change the speed

as if the snow fell

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 Post subject: Re: rainbespin speed change ?
PostPosted: Thu Nov 08, 2012 9:36 pm 
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You probably can't change speed of rain that easily.. Nere doesn't know how to :cry:

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 Post subject: Re: rainbespin speed change ?
PostPosted: Fri Nov 09, 2012 12:35 am 
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Joined: Sun Jan 15, 2012 9:26 pm
Posts: 200
I do but it's hard

The cammod rain can be easily changed to anything though


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 Post subject: Re: rainbespin speed change ?
PostPosted: Fri Nov 09, 2012 1:38 am 
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Joined: Sat Dec 17, 2011 7:18 pm
Posts: 205
Location: france
i have made a small test

Image

but it is normal that there are holes without rain ??????? :O

Image

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 Post subject: Re: rainbespin speed change ?
PostPosted: Fri Nov 09, 2012 3:50 am 
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wow :o :o :o :o :o :o lmao Nice Snow! WANTED ! D:

What do you mean with "holes" ?

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 Post subject: Re: rainbespin speed change ?
PostPosted: Fri Nov 09, 2012 11:57 am 
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Joined: Sat Dec 17, 2011 7:18 pm
Posts: 205
Location: france
Yes for example on screen, or I am there is no rain :/

Image

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 Post subject: Re: rainbespin speed change ?
PostPosted: Fri Nov 09, 2012 7:16 pm 
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Posts: 1114
Nerevar wrote:
cammod rain


lol. Ye but it's sticked to it and you can't play live game with it =D

About the holes, I could imagine that there is a limit of particles.. and if you have a
firm angle when looking on it, it can cause holes :X ?

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 Post subject: Re: rainbespin speed change ?
PostPosted: Fri Nov 09, 2012 7:58 pm 
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Joined: Sun Nov 04, 2012 12:11 pm
Posts: 4
Yeah, we tryed ; ; and "ssFadeMax" but it still doesn't work. But I think that you're right that's maybe a limit of particules but it could be a maximum number of particules that we can see on the screen. Look at it when we get closer than the hole, snow appears..

No snow :
Image


There is snow..
Image


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 Post subject: Re: rainbespin speed change ?
PostPosted: Fri Nov 09, 2012 11:13 pm 
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Posts: 1114
btw. you have a such a big crosshair lol.. just make it smaller with cg_crosshairsize or cg_drawcrosshairsize - not sure =)

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