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June
June
Aug 28

Always thought the glowing water in that one room in crush depth looked a bit funky

3037
3037
Aug 26

It is just some maps (that is not only) have water just as brushes, not entities.

πŸΆπš‘πšŠπŸ·πš‹πšŠπšŠπŸ·πš‹πšŠ

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.

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3037
3037
Aug 26

Well, when you want just water, it get job done. Just fast solution

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3037
3037
Aug 26

Not always. Water on Damb, tower side, is just brush water aswell, if i not mistaken

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πŸΆπš‘πšŠπŸ·πš‹πšŠπšŠπŸ·πš‹πšŠ

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.

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3037
3037
Aug 26

There brush with texture or brush_entity with water properties. When i say "brush" i mean first thing

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πŸΆπš‘πšŠπŸ·πš‹πšŠπšŠπŸ·πš‹πšŠ

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.

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3037
3037
Aug 27

if you paint world_brush with water, you can swim there aswell

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πŸΆπš‘πšŠπŸ·πš‹πšŠπšŠπŸ·πš‹πšŠ

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

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