Func water analog: Difference between revisions
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Important:Does not work with the Water shader.
Refract can be used as a workaround for dynamic refraction with cubemapped reflections, although Valve does not provide any materials which do this.
Existing materials which are compatible include:
Confirm:Does the Water shader work if using cubemap reflections and refractions, instead of the real-time versions? This would still be beneficial for the ability to have two normal maps scrolling in different directions.
Bug:Water must be part of the world in 
Left 4 Dead series otherwise it doesn't work properly and acts as non-solid brush.
Note:The
Bug:There are bugs that may arise when parenting this entity to any of these: func_movelinear, func_lookdoor, func_water_analog. A func_door (or for func_water_analog, func_water) can be used as a workaround. (see here for a code fix)[
Code Fix]
Confirm:Might be fixed in Portal 2? Parented movelinears are used extensively for this game's piston platforms.
Bug:In
Black Mesa, if this entity uses multiple brushes, VPhysics objects work incorrectly with this entity (the same for func_water). It looks like they are using BBox of this entity to calculate physics, instead of using brushes. This issue can be found in Interloper chapter. Separate water into several separate entities to avoid this bug.
Code:Both
Note:Other
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{{ | {{LanguageBar}} | ||
== | {{CD|CFuncMoveLinear|file1=func_movelinear.cpp}} | ||
It | {{this is a|brush entity|name=func_water_analog}} It's a version of {{ent|func_movelinear}} slightly specialized for use as water. | ||
{{important|Does not work with the {{ent|water (shader)|alt=Water}} shader.<br>{{ent|Refract}} can be used as a workaround for dynamic refraction with cubemapped reflections, although Valve does not provide any materials which do this.<br>Existing materials which are compatible include: | |||
* {{file|nature/water_movingplane|vmt}} ([[LightmappedGeneric]]) | |||
* {{file|nature/water_dx70|vmt}} ([[LightmappedGeneric]]) | |||
* {{file|nature/hazard_liquid|vmt}} ([[LightmappedGeneric]]) {{only|{{portal}}}} | |||
* {{file|liquids/!greenslime|vmt}} ([[UnlitTwoTexture]]) {{only|{{hls}} {{hldms}} {{jbep3}} }} | |||
{{Confirm|Does the Water shader work if using cubemap reflections and refractions, instead of the real-time versions? This would still be beneficial for the ability to have two normal maps scrolling in different directions.}} }} | |||
{{bug| | {{bug|Water must be part of the world in {{l4ds|4}} otherwise it doesn't work properly and acts as non-solid brush.|hidetested=1}} | ||
{{FuncMoveLinear notes}} | |||
{{ | |||
= | {{bug|hidetested=1|In {{bms|4}}, if this entity uses multiple brushes, [[VPhysics]] objects work incorrectly with this entity (the same for {{ent|func_water|engine=source}}). It looks like they are using [[Bounding box|BBox]] of this entity to calculate physics, instead of using brushes. This issue can be found in '''Interloper''' chapter. Separate water into several separate entities to avoid this bug. | ||
{{ | {{expand|title=Examples.| | ||
{{ | [[File:wateran1.jpg| thumb | left | 710px |Note how the hat is "flying in air".]] | ||
{{ | [[File:wateran2.jpg| thumb | right | 710px |Note how the hat is "flying in air".]] | ||
}} | |||
}} | |||
{{codenote|Both <code>func_water_analog</code> and {{ent|func_movelinear}} are linked to [[CFuncMoveLinear]] C++ class. The game code checks the {{mono|classname}} KV to distinguish between them.}} | |||
{{ | |||
{{ | |||
== | ==Keyvalues== | ||
{{KV|Water Material|intn=WaterMaterial|material|The material to derive water information from. Determines $underwateroverlay that use {{ent|func_water_analog}}.|only=BMS}} | |||
:{{Bug|Don't work after reload. You still can repeat this effect with trigger and {{ent|env_screenoverlay}}.|hidetested=1}} | |||
{{KV|Wave Height|intn=WaveHeight|string|only=BMS}} | |||
== | {{OtherKIO|func_movelinear}} | ||
==See also== | |||
*[[Moving water (Source)|Moving water]] | |||
[[Category:SFX_Brush_Entities]] | |||
[[Category:Water]] |
Latest revision as of 15:23, 24 May 2025


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CFuncMoveLinear |
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func_water_analog
is a brush entity available in all Source games. It's a version of func_movelinear slightly specialized for use as water.

Refract can be used as a workaround for dynamic refraction with cubemapped reflections, although Valve does not provide any materials which do this.
Existing materials which are compatible include:
nature/water_movingplane.vmt
(LightmappedGeneric)nature/water_dx70.vmt
(LightmappedGeneric)nature/hazard_liquid.vmt
(LightmappedGeneric) (only in)
liquids/!greenslime.vmt
(UnlitTwoTexture) (only in)





SetPosition
input and Start Position keyvalue do not perform any bounds checking, so values less than 0 and greater than 1 can be used. Negative values will move in the opposite direction to the movement direction, and values greater than 1 will move it in multiples of the set Move Distance. Moving past the opened/closed position does not trigger the OnFullyOpen
and OnFullyClosed
outputs.





func_water_analog
and func_movelinear are linked to CFuncMoveLinear C++ class. The game code checks the classname KV to distinguish between them.Keyvalues
- Water Material (WaterMaterial) <material> (only in
)
- The material to derive water information from. Determines $underwateroverlay that use func_water_analog.
Bug:Don't work after reload. You still can repeat this effect with trigger and env_screenoverlay.
- Wave Height (WaveHeight) <string> (only in
)

Keyvalues / Inputs / Outputs
are same as func_movelinear.