Rank: Novice Forum Member Joined: 11/10/2020(UTC) Posts: 2 Medals:
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Did a search and found old articles but everything I used from them hasn't work.
Anyone have screen shots showing the settings?
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Rank: Veteran Forum Member Joined: 6/19/2013(UTC) Posts: 6,943 Location: Probably SomeWhere Dancing Medals:
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Originally Posted by: Rocky_Mtn_SX Did a search and found old articles but everything I used from them hasn't work.
Anyone have screen shots showing the settings?
This is a script you can use for rain
in some zabys it will cause lag depends on how many you use.
Prop: Trigger Box Script: Attach Emitter
Texture File: bubbles,I use waterdroplets myself use what you like best. Particle Life: 10 Emitter Life: 300 Particles Per Sec: 150 Speed: 20.00 Start Scale: 1.50 End Scale: 2.00 % Life Fading in: 5 % Life Fading out: 70 Enable Fade: Checked Alpha Scale: .05 Spawn Cube X: 500 Spawn Cube Y: 100 Spawn Cube Z: 500 Normal X: 0 Normal Y: -1 Normal Z: 0
You have to play the script to get the effect you want,so don't take the scripts as what you have to use they are just the basics of how it's done.
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7 users thanked Nefarious_Needs for this useful post.
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Rank: Seasoned Forum Member Joined: 1/13/2009(UTC) Posts: 502 Medals:
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Years ago, I wrote a PDF about rain. Not sure if that is still somewhere.
One of the key points in avoiding delay in the past was to make sure that the drops died above the floor.
The uncomplicated way to understand this is that a moving item undergoes some complex clipping in the graphics engine used in Utherverse.
So carefully measure height and lifetime and speed, or just keep lifting it till you can see the items disappear and then drop it by 500.
To make rain or snow more interesting, consider having two emitters, one general that gives a steady supply of rain, another, much smaller that floats about horizontally and adds to the density at times.
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4 users thanked SifuPeter for this useful post.
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