Yandros on 20/11/2008 at 17:50
I think Schwaa's right. The other thing you might try is a big blockable brush just above top of the water, but again I think that only affects geometry and cells, and the raindrops probably won't collide with it.
intruder on 20/11/2008 at 18:04
Alright thanks guys! I'm trying it with the blockable brush above the water.
Sliptip on 20/11/2008 at 20:04
So, do you have the water in a room brush with weather truned off - and the airspace above it has weather turned on?
If so, perhaps you could set the weather render distance far enough that it doesn't render while you're on the sea floor?
intruder on 20/11/2008 at 20:08
I tried this as well but as Ymochel said some years ago:
"I tried making different room brushes for the water itself where the weather effects were turned off (like inside) but that doesn't seem to work. The snow simply falls until it reaches a solid."
Mortal Monkey on 20/11/2008 at 21:04
Quote Posted by Melan
Couldn't particles do the trick, or would so many of them overload the engine?
In most games, weather is implemented as a particle effect local to the player (or rather, the camera). It should be possible to attach a particle emitter to the player that turns itself off when the player dives.
If you must have the rain disappear as soon as it hits the water (as apposed to when the player hits the water), attach an emitter to the player that emits raindrop objects instead.
nicked on 15/10/2023 at 08:04
Necromancy for future searching purposes.
This can be solved by putting a big unrendered OBB object on the water's surface with collision type None.
Physics > Misc > Collision Type: None
Physics > Model > Controls > Location, Rotation
Physics > Model > Type: OBB
Renderer > Not Rendered
Could in theory cause problems with mantling, so look to this to be the culprit if so, but YMMV.
P.S. Make sure enhanced_precip_trace is enabled in cam_ext.cfg