@Drakir, thanx for explaining about the lava
and I guess it didnt matter that we dont seem to be able to resize the custom sprites that are generated with target_smoke? …I still havent tested this entity with my waterfalls but its on my “to do” list.
I used the target_smoke entity for the “leaking water” effect inside the map. I made a new shader/texture and set the startsize and endsize of it to give the look of the water just falling down.
I had to play with the size of the texture to get the right look, but if you do a very small “test” map and compile it then u can test it out very fast.
Making a small map, only 1 room that compile in a few seconds and then build all the detailed stuff in there is a great way to make prefabs for your map fast. This is what i always do. Its alot faster than using the “Region” compile. And also using “start_et_in_devmap.exe” from Erik-FTN is a very nice way to get into the map fast.
For all you that have missed the very nice little program from Erik-FTN:
Get the program here: http://user.tninet.se/~fzo823r/start_et_w_devmap.exe
Place the program in the same directory as ET.exe
Make a shortcut to it where u want to execute it from.
Type in the name of the .bsp file without the .bsp u wanna run in devmap mode.
Hit the “RUN” button and ET will start your map in sv_pure 0, gametype 2.
Here´s a picture of the program:
