"Draining" Water
Quote from The-1_za on June 30, 2011, 9:55 amHey
What function would should I set by water if I want it to have the appearance that its draining away. I want to have a puzzle that one would solve to get rid of the water and then a puzzle where the water once was.
Ive tried setting it as a variety of things including door, door_rotating, breakable
They all seem to make the water invisible and you have to look at the water at the right angle to see it.
http://cloud.steampowered.com/ugc/54177 ... BB4D1E005/
http://cloud.steampowered.com/ugc/54177 ... 42A12B3CB/
Hey
What function would should I set by water if I want it to have the appearance that its draining away. I want to have a puzzle that one would solve to get rid of the water and then a puzzle where the water once was.
Ive tried setting it as a variety of things including door, door_rotating, breakable
They all seem to make the water invisible and you have to look at the water at the right angle to see it.
http://cloud.steampowered.com/ugc/54177 ... BB4D1E005/
http://cloud.steampowered.com/ugc/54177 ... 42A12B3CB/
Quote from Vordwann on June 30, 2011, 2:20 pmI would actually suggest using the func_door, and parenting all of the water entities (nodraw box with one face textured as water + trigger hurt (for sludge)+ func_noportal_volume + trigger_multiple (for toxic slime to dissolve objects)), and then, when you want the water to drain down, just activate the door to go down, and all the water entities will follow it.
I would actually suggest using the func_door, and parenting all of the water entities (nodraw box with one face textured as water + trigger hurt (for sludge)+ func_noportal_volume + trigger_multiple (for toxic slime to dissolve objects)), and then, when you want the water to drain down, just activate the door to go down, and all the water entities will follow it.
[spoiler][SP] Alternate[/spoiler]
Quote from The-1_za on June 30, 2011, 5:44 pmVordwann wrote:I would actually suggest using the func_door, and parenting all of the water entities (nodraw box with one face textured as water + trigger hurt (for sludge)+ func_noportal_volume + trigger_multiple (for toxic slime to dissolve objects)), and then, when you want the water to drain down, just activate the door to go down, and all the water entities will follow it.I've tried something like that, but the water does all sorts of strange things, it doesn't sit where you placed it. I sometimes shows up and sometimes doesn't. Portal 2 water isn't meant to me dynamic it would seem.
I've tried something like that, but the water does all sorts of strange things, it doesn't sit where you placed it. I sometimes shows up and sometimes doesn't. Portal 2 water isn't meant to me dynamic it would seem.
Quote from WinstonSmith on June 30, 2011, 7:11 pmWater glitches out like nobody's business if you tie it to anything except a func_water_analog (and even then it's a bit touchy, depending on which water texture you're using). Best bet is to either parent the triggers to the func_water_analog, just disable the triggers when the water goes down, or...ah...nope, can't remember what the third one was.
Oh yeah, that was it. Create a separate func_door and parent the triggers alone to it. I'd just disable/enable the triggers if I were you.
Water glitches out like nobody's business if you tie it to anything except a func_water_analog (and even then it's a bit touchy, depending on which water texture you're using). Best bet is to either parent the triggers to the func_water_analog, just disable the triggers when the water goes down, or...ah...nope, can't remember what the third one was.
Oh yeah, that was it. Create a separate func_door and parent the triggers alone to it. I'd just disable/enable the triggers if I were you.
Quote from The-1_za on July 1, 2011, 5:29 pmWinstonSmith wrote:Water glitches out like nobody's business if you tie it to anything except a func_water_analog (and even then it's a bit touchy, depending on which water texture you're using). Best bet is to either parent the triggers to the func_water_analog, just disable the triggers when the water goes down, or...ah...nope, can't remember what the third one was.Oh yeah, that was it. Create a separate func_door and parent the triggers alone to it. I'd just disable/enable the triggers if I were you.
make the water func_door?
also what water texture works best?
Oh yeah, that was it. Create a separate func_door and parent the triggers alone to it. I'd just disable/enable the triggers if I were you.
make the water func_door?
also what water texture works best?
Quote from Pete on July 1, 2011, 5:47 pmfunc water analog is specifically intended for moving water. Anything else will glitch out, assuming it even works at all. Just parent any related brushes to it.
func water analog is specifically intended for moving water. Anything else will glitch out, assuming it even works at all. Just parent any related brushes to it.
Quote from WinstonSmith on July 1, 2011, 6:38 pmThe-1_za wrote:make the water func_door?WinstonSmith wrote:Water glitches out like nobody's business if you tie it to anything except a func_water_analogYou can still parent things to a func_water_analog.
You can still parent things to a func_water_analog.
Quote from YM_Industries on July 9, 2011, 11:48 pmYeah, but func_water_analog renders in the wrong place and when it moves it still renders in the old place!
Yeah, but func_water_analog renders in the wrong place and when it moves it still renders in the old place!



