Hi, I'm building an undertow-like map where water rises, but I want to make it rise for the entire map. The map is big.
So what I did is that I created a brush that I tied to a func_water that is the size of the map and is located under it.
Any tips regarding performance. It's making the map lag a litle. Is there another way to do it. I heard using VHLT instead of ZHLT helps, but any other tips is appreciated.
If I make it invisible (Render Mode: Solid, FX Amount: 0) will it drain less juice?