Func_water
Uh-Oh
Join Date: 2002-11-04 Member: 6917Members
<div class="IPBDescription">or, How to Ruin a Map</div> Hi all. I'm currently making a map.
I don't even know if I'm gonna continue working on it.
Problem is, I'd like to use water in my map. Since the Half-Life engine renders water no matter where you are, my map would have pretty high R-Speeds.
My question: Is there a way to have fully functioning water that DOESN'T lag?
I need the water brushes to be swimmable, see-throughable, negates fall damage, have light sources, etc....
Thanks all.
P.S. I just got back from a 6 month mapping break. Could anyone please tell me the console commands mappers use?
I don't even know if I'm gonna continue working on it.
Problem is, I'd like to use water in my map. Since the Half-Life engine renders water no matter where you are, my map would have pretty high R-Speeds.
My question: Is there a way to have fully functioning water that DOESN'T lag?
I need the water brushes to be swimmable, see-throughable, negates fall damage, have light sources, etc....
Thanks all.
P.S. I just got back from a 6 month mapping break. Could anyone please tell me the console commands mappers use?
Comments
-console
-dev
In-game console:
givepoints
r_speeds 1
net_graph 3
If I use software mode:
r_drawflat 1
One plan is to make correct light on the water surface.
So long plitting your water is the only solution.
A brush just with normal water surface (name starts with "!...") behaves exactly like func_water, just with no floating waves, wich costs most of the performance (lots of epoly).
Never ever use func water that has no flat top surface -> random water bugs some leafes have water, some dont.
-console
-dev
In-game console:
givepoints
r_speeds 1
net_graph 3
If I use software mode:
r_drawflat 1 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Don't forget <i>gl_wireframe 1</i> and <i>2</i>.
WOOT! That's the one I had forgotten! Thanks
BTW, using brush witha !water texture is not gonna work, since I need my water to be pretty deep. And !water brushes are not lighten properly. Once you are under the water surface, it's pitch black.
As far as working with func_water, you can use func_wall with a liquid texture instead. This removes the wave effect of the water (Which can cause performance problems anyways), but it otherwise acts like water.
So put lights under the water, too.
amckern