Level Editor/Entities/Water

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Water
Made with Functional > Create Water, Add Water Volume (override), Paint Water Surface
What it is Water surfaces you paint into shape, and boxes that add or remove water
In the game Yes, it is exported with the map

Water in a map is made of two things:

  • A water surface: the water you see. You create it, then paint where it covers and how high it sits. The space between the surface and the ground below it is water that players swim in.
  • A water volume: a box that adds water exactly where it is (a tank, a stacked pool), or with Exclude on, keeps a space dry (an air pocket or cave under a lake). An exclude volume wins over everything else.

Creating water

  1. Choose Functional > Create Water.
  2. Drag a rectangle on the ground: the surface is created at the height you clicked. Or just click for an 8 by 8 m surface centerd there.
  3. Shape it with Paint Water Surface (below).

Painting a water surface

  1. Select a water surface and choose Functional > Paint Water Surface (Tool: Water Paint).
  2. Drag on the surface. The keys are the same as the sculpt brushes:
    • 1 Raise, 2 Lower, 3 Smooth, 4 Flatten: change the water's height (a creek bed that drops, a level pond).
    • 9 removes water coverage and 0 adds it back: paint where there is water and where there is not.
    • [ / ] change the brush size, Shift+[ / ] its strength.

Select one water surface with the Move tool to get arrows on its edges: drag one to extend or trim that side.

Adding a water volume

  1. Choose Functional > Add Water Volume (override).
  2. Drag a box. It is water, with a water surface drawn on its top face.
  3. Tick Exclude to make it a dry pocket instead.

Resize it with its handles or the Scale tool. View > Show Water Volumes shows or hides the boxes.

Water surface inspector

Setting Type Default What it does
Shallow Color Color teal The color of shallow water.
Deep Color Color dark blue The color it deepens to.
Water Tint Color White A tint over the whole surface.
Depth Distance Meters, 0.1 to 50 6 How deep the water must be to reach the Deep Color.
Flow Speed 0 to 2 0.15 How fast the surface pattern moves.
Grid Size Meters (X, Z) 10 by 10 The size of the surface.
Resolution 2 to 129 33 How finely the surface is divided for painting.

Water volume inspector

Setting Type Default What it does
Size Meters (X, Y, Z) 10, 4, 10 The box's size.
Exclude Check box Off Off: the box is water. On: the box is kept dry, whatever surfaces or other volumes say.
Shallow Color, Deep Color, Water Tint, Depth Distance as for surfaces The look of the surface drawn on its top.

Tips

  • Water in the 3D skybox miniature shows as water in the skybox, but nothing can swim in it.
  • A water surface is visual and swimmable but has no collision of its own: put a floor (brush, terrain or displacement) under it.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use