I’m designing a map based around a ship, and I want it to rain. The rain works just fine on the ship itself, but stops abruptly at the edge. It doesn’t seem to realise the water is outdoors.
Any help would be appreciated.
I’m designing a map based around a ship, and I want it to rain. The rain works just fine on the ship itself, but stops abruptly at the edge. It doesn’t seem to realise the water is outdoors.
Any help would be appreciated.
You want raindrops into the water, like this…

So far i have not see this effect on any custommap. :bored:
(NdK) 
I think u need to use the foilage technique as SD did in Radar to get the water splashes. But i think they have left out the models used for the actual splashes as they where compiled into the map.
This is from the radar.shader
textures/radar/road_puddle1
{
q3map_foliage models/foliage/raincircle0.md3 1 64 0.1 2
q3map_foliage models/foliage/raincircle1.md3 0.8 64 0.1 2
q3map_foliage models/foliage/raincircle2.md3 0.6 64 0.1 2
q3map_foliage models/foliage/raincircle3.md3 0.9 64 0.1 2
q3map_foliage models/foliage/raincircle4.md3 0.7 64 0.1 2
q3map_foliage models/foliage/raincircle5.md3 0.5 64 0.1 2
qer_editorimage textures/temperate_sd/road_puddle1.tga
surfaceparm trans
surfaceparm splash
{
map textures/effects/envmap_radar.tga
rgbGen identity
tcMod scale 0.5 0.5
tcGen environment
}
{
map textures/liquids_sd/puddle_specular.tga
rgbGen identity
tcMod scale 2 2
blendFunc GL_SRC_ALPHA GL_ONE
tcGen environment
}
{
map textures/temperate_sd/road_puddle1.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
Thanks for the info, but apparantly the water is not my problem. The height is
the area containing water is considerably lower than the area that is being rained on properly. Removing the water and redoing the tracemap changes nothing.
I think it may be because the areas with water in them are below 0 on the y axis
The rain splashes on the ground in radar are not actually connected to the rainfall. If you took out the rain weather, there would still be splashes on the ground.
The way they work (half guesswork, from looking at that shader) is that they have splash ‘models’, with the animation of the splashing water, placed like foliage on the texture.
In order to do this for water, you’d need to create a new shader, with the appropriate ‘q3map_foliage …’ lines and suchlike, and ‘surfaceparm water’. I don’t actually know which of these are needed, but you may be able to work it out with some trial and error.
Make sure you have nothing selected, and press I to invert the selecion i.e. it’ll select everything.
Thanks for the help.
I’ve moved my entire map into the positive y-axis, and yet it still won’t rain on the lowest parts of my map (such parts look black on the tracemap).
I’m out of ideas, can anybody please help?
Take a look at your map with r_showtris on, and see if it’s drawing the rain high up in the sky - you might find that the height of the rain is such that it fades out to nothing before it gets anywhere near the ground, and since it’s very, very difficult to see it against most sky shaders it just looks like it isn’t raining at all.
You can work around this by adding params for the height to the worldspawn atmosphere string for your map. The parameter you need to adjust is H.
Example using Radar’s atmosphere settings (addition in bold):
“T=RAIN,B=5 10,C=0.5,G=0.5 2,BV=50 50,GV=200 200,W=1 2,D=2000,H=0”
From the LDR documentation:
If a particle gets created more than this amount of units above a player, drop the creation spot down to viewheight + H (this parameter is optional)
Your best bet is to find a spot where you can see rain hitting the ground, and work out the height of the sky above. Set H to approximately that distance and you should find it rains in your lower areas (you may want to tweak the value afterwards).
Thanks for the help. I tried that but it didn’t resolve the problem though.
I have managed to fix it now - it seems the problem was with the tracemap. It won’t rain on an area it considers to be 0 height (regardless of the actual Z coordinate)
I fixed the problem by creating a floor beneath the floor of the level, and slightly wider, so that the tracemap assigned a height to the floor of the map.
I see your point about the rain fading out though, given the height difference I may still need to play with H to get it to look right.