Template:Water entity notes: Difference between revisions

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(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...")
 
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{{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 work incorrectly with this entity (the same for {{ent|func_water|engine=source}}). 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".]]
}}
}}
}}

Revision as of 09:23, 11 December 2025

Water entity notes (edit):

Icon-Important.pngImportant: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.
Icon-Bug.pngBug:Water must be part of the world in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series otherwise it doesn't work properly and acts as non-solid brush.
Non-Valve games (Black Mesa)
Icon-Bug.pngBug:In Black Mesa Black Mesa, if this entity uses multiple brushes, VPhysics objects work incorrectly with this entity (the same for func_water). It looks like they are using 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.
Examples.
Note how the hat is "flying in air".
Note how the hat is "flying in air".