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>> No.2853017 [View]
File: 79 KB, 588x348, Rain.png [View same] [iqdb] [saucenao] [google]
2853017

>>2852937
I sense that may be problematic.
The raindrop "splash" would have to have multiple FrameIndex lines defined for it in MODELDEF, and having a large 3D model with many drops would make it difficult to accurately detect when the raindrop would create a splash when it hits solid objects and sectors of varying heights. To prevent that, you would need to place multiple actors in your map, anyway, which would kind of defeat the purpose, because the performance difference between rendering sprites and rendering models is negligible on even semi-recent systems.
You should try to do make it, anyway.

Now, if one were to use particles for raindrops instead of sprites, that might speed things up. It would look decent, too, because particles can be and usually are translucent, and particle color 14 (rblue1), would look nice.

I'm going to tinker around in SLADE for a bit, if I could get a puff object to spawn from ceiling and create a have a particle rocket trail look like rain, there might be something to work with.

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