ENV_SPLASH
Quote from MWP on June 19, 2012, 10:35 amI also made falling pannels with the physbox, like ivi suggested. It all works well but the panels don't cast shadows.. (?) The light is comming from a prejected_texture that has the flag anable shadows to Yes.
I also made falling pannels with the physbox, like ivi suggested. It all works well but the panels don't cast shadows.. (?) The light is comming from a prejected_texture that has the flag anable shadows to Yes.
Quote from Habzs on June 19, 2012, 10:47 amMWP wrote:I also made falling pannels with the physbox, like ivi suggested. It all works well but the panels don't cast shadows.. (?) The light is comming from a prejected_texture that has the flag anable shadows to Yes.Make sure that the 'Disable Shadows' option on the func_physbox is set to No.
Make sure that the 'Disable Shadows' option on the func_physbox is set to No.
Quote from MWP on June 19, 2012, 11:33 amunfortunately I did.. ^^
Habzs wrote:Make sure that the 'Disable Shadows' option on the func_physbox is set to No.
unfortunately I did.. ^^
Quote from Fracture on June 19, 2012, 1:12 pmi couldn't fizzle them, so i added kill outputs timed just for when they splash and disappear.
And I don't have a problem with the shadows not being cast. But what about moving shadows? I see them being super imposed despite the many moving brushes, objects, and lighting
i couldn't fizzle them, so i added kill outputs timed just for when they splash and disappear.
And I don't have a problem with the shadows not being cast. But what about moving shadows? I see them being super imposed despite the many moving brushes, objects, and lighting
Quote from zivi7 on June 19, 2012, 2:03 pmFracture wrote:Can they be fizzled?Fracture wrote:i couldn't fizzle them, so i added kill outputs timed just for when they splash and disappear.I don't think they can be fizzled. But you don't need to kill them with a timer. Just add a killing trigger to your water:
zivi7 wrote:I used one trigger to dissolve !activors like cubes, one that killed !activators like physic objects and a trigger_hurt for the player.You could also make a trigger that breaks the !activator on touch. That will make the physbox break witha sound instead of having it disappear.
I don't think they can be fizzled. But you don't need to kill them with a timer. Just add a killing trigger to your water:
You could also make a trigger that breaks the !activator on touch. That will make the physbox break witha sound instead of having it disappear.
Quote from MWP on June 21, 2012, 5:05 pmIs it posible to let water react to func_brushes?
Oh the shadow casting problem is solved btw...
Is it posible to let water react to func_brushes?
Oh the shadow casting problem is solved btw...
Quote from Skotty on June 21, 2012, 7:08 pmYou would have to make it via env_splash, there is no other possibility.
Maybe parenting to a func_brush works. Try it out.
You would have to make it via env_splash, there is no other possibility.
Maybe parenting to a func_brush works. Try it out.
Quote from Fracture on June 27, 2012, 8:18 pmAfter mindlessly testing my falling brushes i suddenly noticed that the acid that they were falling in were not reflecting any brushes that were no func_detail. You can see everything behind the walls and doors that are func_door or func_brush, and so on... How can i fix this?
After mindlessly testing my falling brushes i suddenly noticed that the acid that they were falling in were not reflecting any brushes that were no func_detail. You can see everything behind the walls and doors that are func_door or func_brush, and so on... How can i fix this?