I am thinking about making a map that for ever 5 or 10 so minutes changes from night to day, and I was thinking about adding water "tides" with the night day/cycle. can anyone explain how, or link to an artical that could help? (I could probably find it on my own, but I'm feeling lazy.)
You need a func_water_analog.
[QUOTE=Whomobile;21625358]I am thinking about making a map that for ever 5 or 10 so minutes changes from night to day, and I was thinking about adding water "tides" with the night day/cycle. can anyone explain how, or link to an artical that could help? (I could probably find it on my own, but I'm feeling lazy.)[/QUOTE]
[QUOTE=IronPhoenix;21625430]You need a func_water_analog.[/QUOTE]
That'll produce crappy physics, and crappy reflections. Honestly, don't bother with tides.
[QUOTE=ViralHatred;21626202]That'll produce crappy physics, and crappy reflections. Honestly, don't bother with tides.[/QUOTE]
looked pretty good in that one css map with the river and the covered bridge.
[QUOTE=Sparkwire;21626276]looked pretty good in that one css map with the river and the covered bridge.[/QUOTE]
You mean Cs_Militia?
If so that is an animated texture. The other bits are just standard water. It isn't func_water_analog.
Go play HL2, you know the room with the manhacks where you have to turn the valve and raise the water? That is func_water_analog, notice the poor underwater effects, poor lighting and poor reflections on it.
func_water_analog, if you use non-cheap water it'll break.
[QUOTE=Fourm Shark;21627660]Make a water brush. Parent to a func_door[/QUOTE]
Won't work.
[QUOTE=Simmo310;21629648]func_water_analog, if you use non-cheap water it'll break.[/QUOTE]
This is a problem with source that valve has no intention of fixing.
Sorry, you need to Log In to post a reply to this thread.