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ENV_SPLASH

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ah, i had the wrong output

edit: Can they be fizzled?

Just when I think I understand the system, it changes on me.

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.

MWP 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.

unfortunately I did.. ^^

Habzs wrote:
Make sure that the 'Disable Shadows' option on the func_physbox is set to No.

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

Just when I think I understand the system, it changes on me.
Fracture 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.

Is it posible to let water react to func_brushes?

Oh the shadow casting problem is solved btw... :)

You would have to make it via env_splash, there is no other possibility.

Maybe parenting to a func_brush works. Try it out.

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?

Just when I think I understand the system, it changes on me.

Enable fast reflections in the brushs' keyvalues.

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