Raising Liquid

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SpAM_CAN
103 Posts
Posted May 30, 2011
Is it possible to have goo that rises? I always used to just use a func_brush and a func_door, but the func_brush never shows, neither does a water_analog.

Any ideas?

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SpAM_CAN
103 Posts
Posted May 30, 2011
Replied 1 hour later
Anyone? :c
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gompasta
109 Posts
Posted May 30, 2011
Replied 2 minutes later
Dont you just make the water textured brush a func_door?
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Another Bad Pun
516 Posts
Posted May 30, 2011
Replied 1 hour later
http://www.youtube.com/watch?v=DkNdzxZjRTU&feature=fvwrel

Google is your freind.

Edit: If the water never shows up it's probably either the texture, or Portal 2 dosen't support it at all. :sad:

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SpAM_CAN
103 Posts
Posted May 30, 2011
Replied 7 minutes later
I think its the textures, Portal 2's water is a more complex shader than in HL2 :c Ah well, i'll work around it ^.^
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gf1024
6 Posts
Posted May 30, 2011
Replied 8 minutes later
If your map is not extremely huge and complex, you may want to try, if all else fails, instead of raising the water, lowering the rest of the map...
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Another Bad Pun
516 Posts
Posted May 30, 2011
Replied 3 minutes later

gf1024 wrote:
If your map is not extremely huge and complex, you may want to try, if all else fails, instead of raising the water, lowering the rest of the map...

That's how the Pros crash they're maps! Really guys It's not worth it.

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mbortolino
10 Posts
Posted May 31, 2011
Replied 13 hours later

edit - sorry missed that youtube link above

http://developer.valvesoftware.com/wiki/Moving_Water

Quote:
Though moving water is possible, it has some limitations.

The water shader cannot be used. However, bump mapping is allowed (akin to "cheap" water).
Moving water will not always react the same as normal water. Client-side entities, such as broken props in HL2MP or ragdolls, do not float in this type of water.
Splashes (most noticeably those caused by explosions) will not render correctly. Splashes appear to be created at the water's original position, rather than its current position.
Underwater fogging does not occur, making the water seem "bright" compared to normal water brushes.

There's a workaround to the fogging - see the hl2 airboat level maps. & cheap water can look ok if you give it a decent envmap.

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ChickenMobile
2,460 Posts
Posted May 31, 2011
Replied 2 hours later
I would just mimic the water using an animated texture on a func_brush parented to a door or a func_train/movelinear if all else fails.

In portal all water is poisonous so you don't really need it to act like water, like in other source games.