Water
Jump to navigation
Jump to search
This article is about the level design concept. For the shader type, see Water Shader.
Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want |
---|
Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie |
Articles
- Adding Water: placing water in a map
- Water (shader): the shader that draws water on the video card
- Moving water: tutorial on implementing water that acts like a func_movelinear
- Flowing Water: realistically flowing water that was first introduced in cs_militia
Related entities
- water_lod_control
- func_water_analog
- func_water [ Deprecated]
- env_splash
- trigger_waterydeath
- func_fish_pool
- func_croc
Textures
Water textures can be found in the Hammer material browser by searching for water
.
See also
External links
- HL2 Water crash course tutorial (Archived version retrieved on 25 October, 2013)
- HL2 Waters pictures of different types of water (Archived version retrieved on 13 April, 2011)
- CSS water comparison video comparison of water textures available in Counter-Strike: Source
- CSGO water comparison video comparison of water textures available in Counter-Strike: Global Offensive