Where terrain meets water.

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So far i've made four maps for ESF, all of which have run into trouble where I make realistic terrain and water brushes meet. Honestly, I have no idea how to do it. If it was two flat brushes next to one another then that would be fine, but if i've made massively clipped + VM'd terrain it gets harder. Obviously I don't want the water brush to pass through the terrain brush. Is there a tutorial or something? I've only just got used to making realistic terrain.
 
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Actually, you kinda do want the water brush to pass through the terrain. It's an entity, so it won't splinter the terrain brushes upon compile.

For visual reference, something like this is fine:
<a href="http://img187.imageshack.us/my.php?image=waterterrain2as.jpg" target="_blank"><img src="http://img187.imageshack.us/img187/4354/waterterrain2as.th.jpg" border="0" alt="Free Image Hosting at www.ImageShack.us" /></a>
 
The Viking
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Yep, it will also make the "walking area" on the bottom of your lake/river a bit smaller.
 
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Ah thank you both, thats saved me a lot of potential grief.

Should all my water be func_water entities then, rather than !textured brushes?
 
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Ravendust said:
Ah thank you both, thats saved me a lot of potential grief.

Should all my water be func_water entities then, rather than !textured brushes?
They should be both ^^

Since the ! textures dont have waves ^^

Just make a brush with a ! texture and than tie it to an entity ;)
 
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I thought giant entities caused lag in multiplayer, like that guy here who made a giant func_wall in one of his maps which killed the r_speeds.
 
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No, giant entities don't. That guy simply made too much entities for hl to view at once. Look at the water maps in ESF, they're all func_water and quite big too, yet they do not lag.
 

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