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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 12-30-2006
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Default water changes

My idea has been revised.

Can you add a func_waterphysics entity that emulates just the physics of water?
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Last edited by gamerxr72; 12-31-2006 at 09:27 PM.
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Old 12-30-2006
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1) No, i think you can breath underwater anyway

2)HELL NO
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Old 12-30-2006
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Quote:
Originally Posted by Fallen Angel View Post
1) No, i think you can breath underwater anyway

2)HELL NO
How about instead of saying usless things like a fucking dumbass, you actually explain why not?
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Old 12-30-2006
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Originally Posted by gamerxr72 View Post
How about instead of saying usless things like a fucking dumbass, you actually explain why not?
What the fuck did I do to you man?

And its pointless to have invisibe water, takes away that feeling of underwater...
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Old 12-30-2006
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Originally Posted by Fallen Angel View Post
What the fuck did I do to you man?

And its pointless to have invisibe water, takes away that feeling of underwater...
So far you've pointlessly flamed me in another thread, and in this one your first post was meaningless and derogative.

Also, Im not asking for invisible water. Im asking for clear water, while you are underwater. I do not like the way vision is handled underwater by default. Id rather have clear water and light it the way I want too.

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Originally Posted by Eraser Combo Pack View Post
A map where you can swim in any direction to any point would never work with sourceforts. Not only would the block count need to be substantially higher to compensate, but entrances and exits would be of little use. What is to keep the enemy from swimming straight from the outside to your flag? Building would be useless since a person could float in through any gap in the wall. It would be nothing more than HL2M underwater.
I do not intend to create a map completely underwater. It is just that I do not like the way vision is handled underwater by default.
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Old 12-30-2006
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Quote:
Originally Posted by gamerxr72 View Post
So far you've pointlessly flamed me in another thread, and in this one your first post was meaningless and derogative.

Also, Im not asking for invisible water. Im asking for clear water, while you are underwater. I do not like the way vision is handled underwater by default. Id rather have clear water and light it the way I want too.



I do not intend to create a map completely underwater. It is just that I do not like the way vision is handled underwater by default.

I actually got this "clear" effect when I was trying to use a func_water_analog for a CSS map. I'm not sure if it was the material (nature/water_movingplane) or the entity that had the effect, but the water was very clear. I didn't want that, but you seem to. nature/water_movingplane is a simple water designed for use with non-static brushes, which may explain its lack of effects.

Hope that helps.


(Add: The material might be nature/water_dx70 as well)
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Old 12-30-2006
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A map where you can swim in any direction to any point would never work with sourceforts. Not only would the block count need to be substantially higher to compensate, but entrances and exits would be of little use. What is to keep the enemy from swimming straight from the outside to your flag? Building would be useless since a person could float in through any gap in the wall. It would be nothing more than HL2M underwater.
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Old 12-30-2006
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this is true.
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Old 12-30-2006
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And half the guns wouldnt work, but its still an interesting idea > maybe just for certain areas of the map.
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Anyway why was there 2.0V models in the picture? Or is it just a thing SR got for being such a supportive clan of the mod?
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Old 12-30-2006
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If you wanted to have it clear as air why not just make textures that look like your under water. And have decals that fly around, like the leaves on sf_tread
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