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CryENGINE 3 Cookbook

You're reading from   CryENGINE 3 Cookbook Over 90 recipes written by Crytek developers for creating third-generation real-time games

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Product type Paperback
Published in Jun 2011
Publisher Packt
ISBN-13 9781849691062
Length 324 pages
Edition 1st Edition
Languages
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Authors (2):
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Sean P Tracy Sean P Tracy
Author Profile Icon Sean P Tracy
Sean P Tracy
Dan Tracy Dan Tracy
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Dan Tracy
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Table of Contents (18) Chapters Close

CryENGINE 3 Cookbook
Credits
About the Authors
www.PacktPub.com
Preface
1. CryENGINE 3: Getting Started FREE CHAPTER 2. Sandbox Basics 3. Basic Level Layout 4. Environment Creation 5. Basic Artificial Intelligence 6. Asset Creation 7. Characters and Animation 8. Creating Vehicles 9. Game Logic 10. Track View and Cut-Scenes 11. Fun Physics 12. Profiling and Improving Performance Index

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:

  1. 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)

  2. 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.

  3. Adjust the Countscale of the Particle...

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