how to make rising and lowering hazard water?

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cornontheCoD
150 Posts
Posted Feb 07, 2008
how would I make hazard water that raises and lowers on a timed interval?
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msleeper
4,095 Posts
Member
Posted Feb 07, 2008
Replied 18 minutes later
func_water_analog
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cornontheCoD
150 Posts
Posted Feb 07, 2008
Replied 9 minutes later
cool, I didnt know it was so simple
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Ricotez
738 Posts
Posted Feb 08, 2008
Replied 11 hours later
BUT it has one BUT: The water will lose its shaders, so if you fall in, it will look just like above water, the fog is gone.

Am facing the same dilemma in my own map: moving water or realistic water? Aah, whatever, once you drop in you're dead anyway...

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msleeper
4,095 Posts
Member
Posted Feb 08, 2008
Replied 5 hours later
If you read the Valve developer wiki page, there are like 2 materials that were created specifically for water_analog that will keep their shaders.
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Ricotez
738 Posts
Posted Feb 08, 2008
Replied 2 hours later
yeah, but neither of them is toxic goo.
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Duffers
474 Posts
Posted Feb 08, 2008
Replied 54 minutes later
Possibly use the water_analog in combination with func_brushes that are disabled when the water moves?