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WATER
See also: Waterfalls - Effects - Level Design - Flood Map -
Updated January 11, 2004

 

Water Tutorials

Water Textures

Use water textures on your func_water brushes. The water texture automatically renders the effect of waves. Water texture rendering occures only on the upper and lower faces of a brush, never on the sides (which are rendered invisible).

You can make custom water textures: any texture whose name begins with an exclamation mark (!) is rendered as a water texture.

Flooding a Room: Water is a Kind of Door

Flood (or empty) a room by using the func_water entity like a door entity. (If you examine the func_water code in the SDK, you'll find that the water entity is, in fact, derived from the door entity.)

  • Position a water brush below the room you want to flood.
  • Apply a water-type texture.
  • Set the angle to -1 (up) and "lip" to 2.
  • Set the speed to some positive value.
  • Give the water brush a name, and target that name from another entity (see Programming). When the calling entity makes the call, func_water will rise up through the floor.
  • Floor textures help set the mood -- e.g. puddle, open pipes.
  • Sample Map by Kristian F.: Download.

Sounds Like Water, But It's Not Water ...

  • Note that when the player enters a Func_Illusionary brush, the sound of splash water occures -- a distracting nuisance which can detract from believability.
 
WATER
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