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) m (SirYodaJedi moved page %CompileSlime to CompileSlime) |
SirYodaJedi (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{{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. | ||
Revision as of 17:29, 24 March 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 }

