Func water analog: Difference between revisions
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Important:Does not work with materials using real time reflections and/or refractions, as seen in Water and Refract.
Use a material which uses a regular brush shader, such as:
Confirm:Do the Water and Refract shaders 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:Doesn't behave properly in
! Physics don't behave properly if affected by this brush and graphical glitches can occur. Use sparingly and cautiously! [todo tested in ?]
Bug:If this entity uses multiple brushes - VPhysics objects works incorrectly with this entity (the same for func_water) in
Black Mesa. It looks like they are using this entity's BBox 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.
[todo tested in ?]
Bug:This entity always has its contents set to CONTENTS_WATER (regardless of brush contents), with no way of setting its contents to CONTENTS_SLIME. In most games, this will only affect splash particles.
Code Fix:Add a KV that is read by CMoveFuncLinear::CreateVPhysics to set fluid.contents (defaulting to CONTENTS_WATER if KV is absent)
[todo tested in ?]
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.
Note:Other
(-otherkio) |
MyGamepedia (talk | contribs) |
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==Keyvalues== | ==Keyvalues== | ||
{{KV|Water Material|intn=WaterMaterial|material|The material to derive water information from. Determines $underwateroverlay that use {{ent|func_water_analog}}.|only=BMS}} | {{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}}}} | :{{Bug|Don't work after reload. You still can repeat this effect with trigger and {{ent|env_screenoverlay}}}} | ||
{{KV|Wave Height|intn=WaveHeight|string|only=BMS}} | {{KV|Wave Height|intn=WaveHeight|string|only=BMS}} |
Revision as of 21:29, 15 July 2024


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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.

Use a material which uses a regular brush shader, such as:
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.


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 [todo tested in ?]
- Wave Height (WaveHeight) <string> (only in
)

Keyvalues / Inputs / Outputs
are same as func_movelinear.