func_water (Half-Life) Last edited 10 years ago2014-11-23 14:42:29 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

[list]
[li]0 = Normal [li]Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are: [li]Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.[/li]
[li]Master (master) - The name of a multisource (or game_team_master) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource.[/li]
[li]Move Sound (movesnd) - These apply either to door or elevator type entities. For doors, the options are as follows: And for elevators: [li]Stop Sound (stopsnd) - This property is found in both door and elevator type entities. For doors, the options are: And these are elevator options: [li]Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.[/li]
[li]Locked Sound (locked_sound) - Sounds to play when the entity is 'locked'. Options are: [li]Unlocked Sound (unlocked_sound) - Sound to play when entity is 'unlocked'. Options are: [li]Locked Sentence (locked_sentence) - Sentence that is spoken when entity is 'locked'. Options are: [li]Unlocked Sentence (unlocked_sentence) - Sentence that is spoken when entity is 'unlocked'. Options are: [li]FX Amount (renderamt)[/li]
[li]FX Color (rendercolor)[/li]
[li]Global Entity Name (globalname)[/li]
[li]Kill Target (killtarget)[/li]
[li]Speed (speed) - Speed at which the entity moves once triggered.[/li]
[li]Delay before close (wait) - If not toggleable then this is the amount of time before the water returns to its original position. (-1 makes it stay 'open')[/li]
[li]Lip (lip) - lip remaining after move, useful if you want the water to dissapear completely.[/li]
[li]Damage inflicted when blocked (dmg) - Not sure that this is valid.[/li]
[li]Message if triggered (message)[/li]
[li]Fire on Close (netname)[/li]
[li]Health (health) - Not sure if this is valid either.[/li]
[li]Minimum light level (_minlight)[/li]
[li]ZHLT Lightflags (zhlt_lightflags)[/li]
[li]Light Origin Target (light_origin)[/li]
[li]Contents (skin) - Values: [li]Wave Height (WaveHeight) - Overrides the height set in worldspawn.[/li]
[/list]

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 3 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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