CompileSlime: Difference between revisions
Jump to navigation
Jump to search
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.
SirYodaJedi (talk | contribs) mNo edit summary |
SirYodaJedi (talk | contribs) No edit summary |
||
Line 13: | Line 13: | ||
$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 [[%CompileDetail|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.}} }} | |||
== See also == | |||
* {{cmd|%CompileWater}} | |||
[[Category:Material System]] | [[Category:Material System]] | ||
[[Category:Shader parameters]] | [[Category:Shader parameters]] |
Revision as of 11:33, 25 November 2024

This article has no
links to other VDC articles. Please help improve this article by adding links
that are relevant to the context within the existing text.


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 }

