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Rotating water

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How can I edit a .vmt file? I downloaded the water texture from a site, so it isn't one I made myself.

EDIT: Fixed everything myself for now :)

1. First of all, you have all of them into a packed file called pak01_dir.vpk located into portal 2/portal2 folder.
2. That kind of files can be opened using GCFScape... Look into materials/nature (there you'll find all "toxicslimes" you see into your texture browser)
3. You can extract the files you want from the .vpk file into a folder of your choice by right-clicking and then "Extract"

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Maybe I'm misreading something, but func_water_analog?

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Well, sleeper, I don't think you can rotate the func_water_analog. Normally you use it to make a water level go up and down, like filling a pool or emptying it. It can be opened/closed like a func_door following up a straight direction, right?

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You can parent the analog to a rotating entity, though.

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Yeah I guess. I haven't tried that ever before though and checked the water reflections... I don't think they're good enough. The func_water_analog has got kind of odd water reflections already (they're not real-time reflections), so it would be needed to check this option... I think my workaround could look good, if done properly ;)

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[spoiler]ImageImageImageImageImage[/spoiler]

@josepezdj: I managed to add a point_viewcontrol in my map but when I parent it to something like my func_door_rotating my screen is blacked out and I don't hear any sound anymore. I assume my view got ported somewhere or something like that. I can see again after the viewpoint returns to the player.

The func_door workaround doesn't work either.

Hmmm... let's check step by step:

1. I assume you can see what the point_viewcontrol shows if you don't parent it to anything, right?

2. Have you set anything to "look at" in the point_viewcontrol entity's properties? If not, add an info_target enmtity, name it and make the viewcontrol look at it.

3. Also let me know what flags are checked and which ones are not in the viewcontrol. Unchecked "Start at player" and "Follow player". Check "Freeze player" (you can still teleport him but he won't be able to break the sequenze you're creating).

4. Check how your func_rotating is working. For example, texture it (instead of using nodraw or invisible textures) so you can see what it does. Also try parenting a simple brush to it in order to trace its movement.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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I found the problem. Unchecking the "Start at player" flag fixed my problem.
So thank you for the tip.

Now, when I run in the trigger, the screen got 'teleported' to the point_viewcontrol. Is it possible to make this smoother in any way?

Thats the "start at player" flag you have to check. Probably you need to set a path_track path to the position where the viewcontrol should be, if it doesn't move the player's view to there already (haven't worked with viewcontrol for years).

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