This feature has never been functional in the source engine (other then with completely transparent cheap water).
The engine just doesn't process proxy effects on moving water brushes, and you have to use func_water_analog in order for players to swim in the volume. I did report this to Valve a long time ago. I was never able to find a workaround - although moving that entire map section around a static water brush did work, but felt odd (ack!). ----- Original Message ----- From: "Kevin McKee" To: <[email protected]> Sent: Sunday, July 20, 2008 4:47 AM Subject: [hlcoders] func_water_analog and "cheap water" > The mod I'm working on has large areas of water that are supposed to by > dynamic and change in volume. My problem is that the func_water_analog > needed to make it move only allows "cheap" water, which looks completely > different from the rest of the water on the maps. > Why exactly can a moving water brush not support the normal effects like > fogging, refraction, and realtime reflections? How does the water used in > a func_water_analog differ from water used with water LOD? Is there any > way on the orange box engine to change or fix analog water to be the same? > Thanks for any help. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

