CompileSlime: Difference between revisions
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Important:When using stock VBSP, detail contents are automatically removed from %CompileWater materials. While this is necessary for shaders with real-time reflections and refractions, such as Water and Refract, this means superfluous visleaves will be cut if using a shader without them, such as LightmappedGeneric or UnlitTwoTexture. If this is an issue, consider tying the water to a func_water_analog (note that particle effects will be inaccurate).
Code:Attempting to modify VBSP to apply CONTENTS_DETAIL on a slime world brush will result in the slime being invisible in-game. The associated particle effects will still be present, however, and the slime will still be swimmable.
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{{subpage|[[Material map compile flags]]}} | {{subpage|[[Material map compile flags]]}} | ||
{{ | {{stub}}{{DISPLAYTITLE:%CompileSlime}} | ||
{{ | |||
Compiles the texture as a [[slime]] texture. In most games, the differences between slime and [[water]] are purely cosmetic, and a separate [[trigger_hurt]] will be necessary to cause slime to do the expected damage. | Compiles the texture as a [[slime]] texture. In most games, the differences between slime and [[water]] are purely cosmetic, and a separate [[trigger_hurt]] will be necessary to cause slime to do the expected damage. | ||
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$nocull 1 | $nocull 1 | ||
} | } | ||
{{important|When using stock VBSP, detail contents are automatically removed from %CompileWater materials. While this is necessary for shaders with real-time reflections and refractions, such as [[Water (shader)|Water]] and [[Refract]], this means superfluous visleaves will be cut if using a shader without them, such as [[LightmappedGeneric]] or [[UnlitTwoTexture]]. If this is an issue, consider tying the water to a [[func_water_analog]] (note that particle effects will be inaccurate). | |||
{{codenote|Attempting to modify VBSP to apply [[CONTENTS_DETAIL]] on a slime world brush will result in the slime being invisible in-game. The associated particle effects will still be present, however, and the slime will still be swimmable.}} }} | |||
== See also == | |||
* {{cmd|%CompileWater}} | |||
[[Category:Material System]] | [[Category:Material System]] | ||
[[Category:Shader parameters]] | [[Category:Shader parameters]] |
Latest revision as of 11:35, 1 May 2025
Compiles the texture as a slime texture. In most games, the differences between slime and water are purely cosmetic, and a separate trigger_hurt will be necessary to cause slime to do the expected damage.
Example:
UnlitGeneric { $basetexture "liquids/custom_slime" $bottommaterial "liquids/custom_slime" %compileslime 1 $nocull 1 }

