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Weather
P3rlE edited this page Oct 3, 2026
·
1 revision
Q3Rally can render rain and snow inside weather volumes: brush entities that mark where the weather happens.
| Entity | Description |
|---|---|
rally_weather_rain |
Rain volume |
rally_weather_snow |
Snow volume |
| Key | Description |
|---|---|
number |
Base number of particles (density) for this volume |
| Spawnflag | Effect |
|---|---|
| 1 | Rain only: disables the visual impact splashes on water and ground. Wet-road physics and tyre spray stay active. |
Snow volumes have no splashes. Other spawnflags are ignored.
- Volume matters. Particles only appear inside the brush. The client checks each particle position against the volume.
-
Adaptive quality. Density is scaled per player by
cg_atmosphericLevel(0 none, 1 low, 2 high, 3 ultra), frame rate and field of view. It's smoothed to avoid flicker, so weather can look slightly different on different machines. - Culling. Particles outside the view cone or too far away are switched off or redistributed. A single huge volume over the whole map can look thinner than expected.
- Deterministic. Particle positions, colours and flake types depend on the zone and particle index, not on random numbers per frame. Every player sees the same picture.
🧪 Development build:
- Road physics: roads inside a rain volume become wet (less grip, tyre spray). Roads inside a snow volume get packed-snow grip and snow spray.
-
Ambience: players inside a volume hear rain or snow ambience (players can turn it off with
cg_weatherAudio 0). - Dynamic weather: the server can switch each volume on and off during the match. See Server Configuration → Weather.
- Place volumes along the driving line and the main sightlines instead of one giant box around the map.
- Make the volumes tall enough that particles have room to fall into view.
- Use
numberto balance density against performance. - Test with
cg_atmosphericLevelset to0,1,2and3before release. - Check transitions in and out of the volumes, and (in the development build) grip and spray on the affected roads.
enableSnow, enableDust and enableBreath on the worldspawn turn on extra environmental effects for the whole map. See Race Track Entities → Worldspawn keys.
-
q3r_sk1(Canyon Cruise): rain -
q3r_ridgeracer(Ridge Racer): snow
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