func_water Last edited 4 years ago2020-05-24 20:49:47 UTC

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Brush Entity

You guessed it.... Water! A water texture (one prefixed with '!') will act as water, but binding it to an entity gives added advantages. By the way, this entity looks a lot like func_door, because it's designed to be able to move (flooding etc.)

Attributes

Flags

Notes

2 Comments

Commented 7 years ago2017-11-22 23:25:38 UTC Comment #101141
Cheap water:

Water is always rendered no matter where you are. A cheaper alternative is to use NULL texture for the water brush, set wave height to 0, set its render mode to texture and fx amount to 0. This will prevent the water from rendering, but you'll still be able to swim in it.

Use a func_door on top of it, with NULL texture except on top where you put actual water texture. Set render mode to texture and fx amount to 100. Set the passable flag.

If you want to create rising water, set the same target name to both the water and the door and trigger them together. Don't forget to set delays to the same values.

If you have a large amount of water, scale your door water texture by two or three.
Commented 4 months ago2024-08-22 12:03:29 UTC Comment #106322
Note for GL mode: the wave grid size is constant at 64x64. If the textures are not 64x64 it'd be stretched to fit.
It's also possible with BSP binary hacking to rename a normal texture used on normal brushwork into water, bypassing the culling done by the compiler, so that any surface it's applied to – walls, ceilings, etc – has the wavy effect, but with waveheight of 0.

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