Func water (Source): 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.
Code:Both
Note:All
SirYodaJedi (talk | contribs) (See func_water_analog commit) |
SirYodaJedi (talk | contribs) (Explain "semi-internal" nature) |
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{{Ent not in fgd}} | {{Ent not in fgd}} | ||
{{obsolete|entity=1|replacement=[[func_water_analog]]. Non-moving water brushes should be part of [[worldspawn]]}} | {{obsolete|entity=1|replacement=[[func_water_analog]]. Non-moving water brushes should be part of [[worldspawn]]}} | ||
{{this is a|semi-internal=1|brush entity|name=func_water}} | {{this is a|semi-internal=1|brush entity|name=func_water}} An entity-based water brush, being assigned [[CONTENTS_WATER|water contents]] by [[VBSP]]. A legacy entity from the {{goldsrc|4}} engine, deprecated by {{ent|func_water_analog}}. It is still used in some {{hls|2}} maps. | ||
{{toc-right}} | {{toc-right}} | ||
{{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: | {{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: |
Revision as of 13:08, 1 May 2025


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CBaseDoor |
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This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
It has since been deprecated by: func_water_analog. Non-moving water brushes should be part of worldspawn.
It has since been deprecated by: func_water_analog. Non-moving water brushes should be part of worldspawn.
func_water
is a semi-internal brush entity available in all Source games. An entity-based water brush, being assigned water contents by VBSP. A legacy entity from the
GoldSrc engine, deprecated by func_water_analog. It is still used in some
Half-Life: Source maps.

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)


func_water
and func_door are linked to CBaseDoor C++ class. The game code checks the classname KV to distinguish between them, applying specific behaviors if the classname is "func_water". As such, using AddOutput to change the classname of a func_water may have unexpected effects.
Keyvalues / Inputs / Outputs
are same as func_door.