Template:Water entity notes: Difference between revisions
Jump to navigation
Jump to search
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.
SirYodaJedi (talk | contribs) (Created page with "{{minititle|Water entity notes (edit)}} {{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}} (LightmappedGen...") |
SirYodaJedi (talk | contribs) No edit summary |
||
| (One intermediate revision by the same user not shown) | |||
| Line 7: | Line 7: | ||
{{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.}} }} | {{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 {{l4ds|4}} otherwise it doesn't work properly and acts as non-solid brush.|hidetested=1}} | {{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}} | ||
{{expand|title=Non-Valve games ({{bms}})|{{bug|hidetested=1|In {{bms|4}}, if this entity uses multiple brushes, [[VPhysics]] objects interact incorrectly with this entity. 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".]] | |||
}} | |||
}} | |||
}} | |||
Latest revision as of 09:24, 11 December 2025
Water entity notes (edit):
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
)