%CompileSlime
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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 }
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.