func_water
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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
| CBaseDoor |
This entity is obsolete.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
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report. - See also: Generic Keyvalues, Inputs and Outputs available to all entities
Keyvalues / Inputs / Outputs are same as func_door.FGD Code
While func_water exists in base.fgd, it is commented out. It can either be uncommented, or this simpler FGD entry can be added anywhere after the func_door entry.
@SolidClass base(func_door) = func_water : "A water brush entity that moves linearly along a given distance, in a given direction." []