Making it rain in your level
Rain can be an essential part of your level. There are some advanced rain techniques available to you within the CryENGINE that will allow you to enable object interaction with the rain and localized wet areas. This recipe will change a map to a rainy scene.
There are two distinct techniques to achieve rain in the CryENGINE. The following example will explore both the particle-only technique and the deferred rain entity.
Getting ready
You should have the forest level Forest.cry
open in the Editor.
How to do it...
We will begin by using the particle-only technique to create our first rain:
Drag-and-drop the ParticleEffect entity into your level from the Particle tab of the DataBase View. The particles are named as follows:
rain.rain.space_loop = (libName).(subfolderName).(effectName)
The settings for how the rain.rain.spac>e_loop functions, can be adjusted via its property settings on the Particle tab of the DataBase View.
Adjust the Countscale of the Particle...