by Cobalt » Wed Feb 19, 2014 7:45 pm
Yes, its E1M5, the golden key room. Creating rain coordinates for the ID maps can be challenging, as you are drawing a box...and some locations like this one, you can draw lots of smaller seperate boxes to fill the general area, or one large one covering the area of the room. That has drawbacks, as shown in the screenshot....instead of making smaller coordinates for locations that dont have the rain hitting a solid, while on its way to the room floor. The same issue happens when it hits a liquid as well...but, that kind of effect does look more or less acceptable if you are in the body of liquid and happen to look up and see this...it gives the impression of it penetrating the liquid ever so slightly.
Take a map like E1M6 where the button is that opens up the door on the floor you drop through , and you have a nightmare trying to make the rain look correct.
If you think about it, you really ought to be able to just draw a thin box way above the map in the skybox, covering the area of the map, and the engine ought to do the rest - drawing particles starting in only CONTENT_EMPTY coordinates from the max_z of the box, allowing them to continue until encountering a solid. However, all the ID maps traditionally use SOLID skies, unless you Re-BSP'd them or ar using all newer maps in your mod. The engine would have to be able to detect the sky textures as well I guess to over come this issue. the other drawback over the way it is now, is that you can use the current syustem to make a trigger field the size of the rainbox as a way to detect a player touching it, and create some lightning effects for example. In my youtube channel, I recently made a demo of some lightning tests using this system, with a new sprite that Madfox made for me, its not too bad for a start.
As for sharing , PM me or post requests whatever you want, and I will see what I can do.