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Improvements for `func_water_analog`

Open MyGamepedia opened this issue 2 years ago • 0 comments

What would this enhancement be for?

Other

Describe your enhancement suggestion in more detail

(Original suggestion here) func_water_analog have a lot of visual problems, also I think that should be added some functions which should make it easier to work with it. Here some my ideas. Key values: Fog name <targetname> - env_fog_controller that use func_water_analog when player dive in water. Water Material <material> - material that func_water_analog will use to cast $underwateroverlay. Already in Black Mesa. Postprocess Name <targetname> - postprocess_controller that use func_water_analog when player dive in water. Color Correction Name <targetname> - color_correction that use func_water_analog when player dive in water. Water splash particles <particlesystem> - particle system that func_water_analog will use for water splashes when objects/bullets touch water. Outputs: OnPlayerDiveIn - fire when player dives in water. OnPlayerDiveOut - fire when player dives out water. OnDiveIn - fire when object/npc dives in water. OnDiveOut - fire when object/npc dives out water.

Also #1 Krispy suggest to fix the engine bug of not being able to have actual moving water planes and different water levels in a map.

I also really want so see this.

MyGamepedia avatar Jul 02 '23 16:07 MyGamepedia