|
Making
Water:
Pretty easy to make water. Just make
your brush and cover it with the nodraw texture
and then apply a water texture to the top of the brush only.{Use Texture
Application Tool)
*browse for textures filter
word "nodraw"
and filter word "water"
Add in a water_lod_control entity. This entity
is needed to tell the engine when to make it fade from expensive to cheap
water.

Then
add in an env_cubemap entity
and open the properties
window for it, hit the "brush faces" line, click
on the pick button and then pick your water face. After you've compiled
the map and while in game type in
"buildcubemaps" in console and
restart map.

*NOTE: from Valve
Requirements for water:
To make it perform efficiently, water also has a collection of rules regarding
its placement and usage inside of a map:
There may be only one water level height in a PVS (potentially visible
set) if the water is expensive.
Expensive and cheap water may not be used simultaneously
in the same PVS.
The waters surface should never slope in the Z-axis; it should always
be parallel to the horizon line in a map.
Water is created by applying a water material to the top-most surface
of a brush, while covering the remaining faces with the tools\toolsnodraw
material.
The water_lod_control entity controls the
distance at which expensive water transitions into cheap water. (lod =
level of detail)
Note: Water is not a brush entity, and should
not be attached an entity. Water brushes included in any brush entity
will not render correctly.
|