Views expressed by users are the individuals's own and do not represent the opinions of any other entity. TWHL is a fan site and is not affiliated with Valve Corporation. All rights reserved.Īll member-submitted resources copyright their respective authors unless otherwise specified. Site and non-dynamic content copyright © 2024, Logic & Trick. If you have a large amount of water, scale your door water texture by two or three. Don't forget to set delays to the same values. If you want to create rising water, set the same target name to both the water and the door and trigger them together. Set render mode to texture and fx amount to 100. Use a func_door on top of it, with NULL texture except on top where you put actual water texture. This will prevent the water from rendering, but you'll still be able to swim in it. A cheaper alternative is to use NULL texture for the water brush, set wave height to 0, set its render mode to texture and fx amount to 0. Water is always rendered no matter where you are.
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