Moving water in source Created 19 years ago2005-08-27 05:25:49 UTC by Archie Archie

Created 19 years ago2005-08-27 05:25:49 UTC by Archie Archie

Posted 19 years ago2005-08-27 05:25:49 UTC Post #130175
can i make rising water like i did with hl1?

only problem is, i dont normally make water an entity in source.. me is stuck..

do i just tie it to a func_tracktrain?
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-08-27 19:27:47 UTC Post #130343
There is a func_analog_water entity, try using that.
Posted 19 years ago2005-08-28 04:16:46 UTC Post #130406
will it work?!?!
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-08-28 04:22:47 UTC Post #130407
try using that
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-08-28 05:29:50 UTC Post #130411
There is a level of HL2 with rising water, and if I remember correctly it used a water material with shaders. So it is possible.
Posted 19 years ago2005-08-28 06:14:20 UTC Post #130413
Yes, it definitely did have shaders, Kasperg, I remember it distinctly.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-08-28 06:54:34 UTC Post #130415
I don't know if this is posseble, I've never tried it, but I think you can tie the brush with whater texture to a func_brush, and parent it to, for example, a func_train...
Better use func_analog_water as DarkKilauea said first though
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-08-28 13:18:32 UTC Post #130503
well. i now dont know if it'll work or not cos iv got that weird water bug again. ive tried 4 diff textures with it and they all look like nodraw. is so fxcking weird
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-08-28 13:46:03 UTC Post #130505
Do you got a leak or something?

Try box your map in with something and see if you still got the problem..
Madcow MadcowSpy zappin my udder
You must be logged in to post a response.