In the archive there are 2 snippets for rain effect. One way shows how to fake rain with moving the uv of a rain-textured model with funclerpivals, 2nd shows how to fake rain with particles.
a couple of hints:
first off the texture rotation idea is good but you should apply like this:
rain.setTexRotate(ts, base.camera.getR())
not using the abs value in your commented line -
then the cylinder should be cap ended at the bottom and visible pitching the cam toward the ground.
Good job anyhow Anon
He meant you should make a capsule or a closed cylinder out of that tent
For the ground you could either simply tint everything a bit, add specularity and reflections (if you have any). Adding video textures of wave rings to all ground surfaces sounds impossible. Except you do it only in a few places in form of animated puddles. Also fog might look good with rain.
Edit: you could actually place dented cylinders (wider on top side) based on collision rays you shoot down from the sky. Those, textured with animations, could look really neat; at the cost of performance, of course.
it is when the geometry is close - the bottom of your cylinder looks open since it goes into the ground - I guess should be seen as we seen it looking on top of it. EDIT dang, I saw afterwards was explained by Nemesis#13
Whats with the ‘Mr’?
Anyway, I came to the conclusion that using sprite particle renderer is very limiting for an effect where the particle image is not simmetrical. We tried to think of ways to make it look better in this topic but it is still far from good, in my opinion.
So Im using line particle renderer (with transparency) now for my rain. It looks alot better. I know some games have actual textures for the rain. Im guessing they use geom particles for closer rain drops or similar effect.
I dont think I have the source for this anymore, you can have a look at Hypnos’s (i think) JungleDemo, it also uses line prticle renderer. I can post the content of his particle file here if you can’t find it.