hm, it's almost as if some of these maps were intended to have lit water... ...no, of course, they mostly weren't, but soon level designers would be able to easily configure it through worldspawn's key/value settings in a new feature coming to xash3d-fwgs
3
Always thought the glowing water in that one room in crush depth looked a bit funky
It is just some maps (that is not only) have water just as brushes, not entities.
It's the same whether the water is part of world or it's standalone entity like func_water. In 99% cases it's func_water, world water is kinda useless.
Well, when you want just water, it get job done. Just fast solution
Inaccessible, yeah. :D
Not always. Water on Damb, tower side, is just brush water aswell, if i not mistaken
Water is always a brush, no exceptions. For rendering engine doesn't even care what kind of entity it is, it just checks texture name.
There brush with texture or brush_entity with water properties. When i say "brush" i mean first thing
Yeah, so some sort of misunderstanding happened here. What you called just "brush" I called "world water", because it's part of the world with just a water wobbly texture. There is a func_water which is a brush model, it's just embedded into the map. The water on the c2a5 is func_water. It's easy to check, if you can swim in it, then it's func_water.
func_water which is an entity with brush model*
if you paint world_brush with water, you can swim there aswell
Can you post an example? I'm not that good at mapping but I don't understand how can you make something tied to world non-solid