Sry for the uncreative Subject-Title but I don’t know the word for it 
I try to get the effect of the waterfall, when it falls on the water…hard to explain, sry… I know the effect of SOFII in the jungle…

Here you can see the effect very good…
Sry for the uncreative Subject-Title but I don’t know the word for it 
I try to get the effect of the waterfall, when it falls on the water…hard to explain, sry… I know the effect of SOFII in the jungle…

Here you can see the effect very good…
do you mean the mist that appears at the base (bottom) of the waterfall?
if et doesn`t have an entity to create the effect, then you can do that with shaders and an alpha channel tex.
I have made one for my water falls and I`m happy to share the source files, although I would need to ul the tex somewhere.
do you mean the mist that appears at the base (bottom) of the waterfall?
That’s exactly what I meant 
Would you give me the source plz, you could help solving my problem very fast 
sure, and would you like a pk3 with a sample waterfall and the mist, or just the mist, I can pack sample brushes .tga images and shader file.
I think the best way to do this is to use a “target_smoke” with a custom shader.
Use a key of “shader” and a “value” of the shader u wanna use, i have fooled around with it a bit and you can do really nice looking particle effects this way.
This entity should be renamed to “target_particle_effect”!
interesting and iffy has offered to host a prefab of my water fall and mist, which I`ll send him tomorrow, I might try out then include the target smoke effect, as well as my shader, tex version.
hmmm…nice idea…i should try that before…
but what shader does the target use? What parameters should be in the shader-file?
You can use any type of shader with the target_smoke entity…when i fooled around i tried several different ones.
One that was really fun was when i used “textures/sfx/fan”…hundreds of small rotating fans flying up and dissapering!
I may be another day or two getting my waterfall, prefab ready as I`m trying to get gtk 1.4 stable on my machine.
Thx for the Info…I’ll try your ways in a few days and then I’ll report about it, so everyone can use it 
Do you point to the texture for the shader value or do you point to the shader? I’m somewhat puzzled on this. I can put in a different texture - with a shader linked onto the texture. But do you link the shader or the texture?