Snarkpit Articles


This is not meant to be an 'in-depth' tutorial telling you how to do everything step-by-step: it assumes that you have a basic knowledge of using entities in Hammer (there is plenty of entity help built into the editor which you can use to guide you) and a modicum of intelligence.

Sun



To make it so that you are "dazzled" when you look at the sun in the sky, make an env_sun entity either in your level or in the 3D skybox (it doesn't matter which).

Obviously it should be lined up with the sun that's drawn onto the skybox you are using, and there are two ways to do this. One is to set the angles, which is quite hard to do correctly, and the other is to simply make it shine "relative" to another entity. Make an info_target with a name of target_sun, and specify the env_sun's viewer entity to be target_sun (either by typing it in manually or clicking on the pipette icon). Move the info_target so that the position of the sun relative to it is where it will appear in game relative to you and the skybox. To tweak this, you can try placing the info_target inside the 'head' of your info_player_start entity and see where the sun is located in your skybox by loading up your level.



Rain & Snow



This effect is achieved easily by making a brush covered in the particle/rain or particle/snow texture, and turning it into a func_precipitation entity; the properties are easy to work out. Also, rain and snow will fall about 128 units below the bottom of the entity, and will not go through ceilings.

Dust



A dust cloud, as seen in the map "DE Dust", can be made with the func_dustcloud brush entity (use it on a solid covered in the nodraw texture). Use a non-invisible "standard" texture, otherwise it may not be visible in game, and set the various properties. Note that particles per second values shouldn't exceed 100 or so- keep it to about 50- and set the maximum visible distance so that anyone in the area can see the dust.



Dust motes



As with making a dust cloud, but use the func_dustmotes entity on a square brush covered in NODRAW to create "specks" of dust floating about that reflect sunlight. This effect is best used in a dark room with small light sources and glowing sprites; see how the CS:S map Dust2 uses them.



Fog



There are two ways to handle fog- with a sky_camera if you are using a 3D skybox, or with an env_fog_controller point entity. Set fog enable to yes, fog blend to yes (it seems to look a bit better in-game), and specify the other fields- unless your map is meant to be foggy, then you will want to increase the fog start and fog end properties by quite a lot, especially in a dry, sunny level- otherwise you will want a low fog start value.

If you want fog in a single room, use the func_smokevolume entity- the default settings world quite well for 'normal' fog.

A brush covered in the FOG placed in your level will do nothing.


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Discussion
0 starsPosted by FIDDLER on Mon Jun 25th 2007 at 9:11am

You can also texture the brushes with invisible. You don't have to use snow or rain textures. However they are easier to find in the editor when textured respectively.

When Valve released Ep1... they added ash to the precipitation entity. Works really good if you use the Ep1 fgd but doesnt show in HL2DM.

Very good tut Lep... Anything new? I see so many posts that are dated '05. Holy crap this game has been out for 2 years already? smiley
0 starsPosted by pcfountain on Tue Jul 5th 2005 at 5:39pm

I tried to add some snow to my level. I made the brush with the particle/snow texture, and then changed it to a func_precipitation entity, and set the precipitation type to snow. But in-game, it looks like rain! (and kinda crappy rain at that). What did I do wrong?
0 starsPosted by rs6 on Sun Jun 5th 2005 at 3:42pm

Very helpful.
[author]
Posted by Leperous on Wed May 4th 2005 at 8:00am

It looks like it does in Hammer- i.e. it doesn't turn out foggy- as you could quite easily find out yourself :P
0 starsPosted by Guessmyname on Tue Feb 22nd 2005 at 6:37pm

What would a brush covered in the fog texture do?
0 starsPosted by XenNetwork on Thu Feb 17th 2005 at 4:45am

Nice tut, thanks alot of help!
0 starsPosted by Orpheus on Thu Jan 27th 2005 at 11:36am

LOL.. it even happens to YOU..
*falls out of chair laughing so hard*

ahem.. sorry lep, i truly thought it only happened to me.
*continues laughing uncontrollably*
[author]
Posted by Leperous on Thu Jan 27th 2005 at 11:20am

Er, yeah, thanks. Some tips on reading a tutorial: read it. All you need to know about dustmotes is there, and I DO NOT need to describe all the properties of this entity to you; if they are not appearing then either your brush isn't rectangular or you have other problems with your map.
0 starsPosted by Natace on Thu Jan 27th 2005 at 2:56am

The tutorial about teh dustmotes is very brief and i cannot get it to work at all.
just some tips on writing a tutorial:

-write a descriptive one that doesnt skip everything you have to do.

-make sure u go through the important properties to change to get the result needed.

-dont be so brief.

Sorry if that sounds kindof harsh or hypocrytical, but it is just constructive criticism that might help with your tutorials in the future.

So can someone tell us how to do the dustmotes properly???
0 starsPosted by habboi on Wed Jan 12th 2005 at 6:12pm

What about snow???
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