"Water" { "Water_DX60" { "$fallbackmaterial"
"nature/water_canals03_dx70" } "Water_DX80" { "$refractamount"
".25" } "Water_DX81" { "$refractamount"
".25" } // Make this water expensive no matter what the
water_lod_control entity // says. "$forceexpensive"
1 // Make the water reflect entities. By default, no entities
are // reflected //"$reflectentities" 1 // Make this
water cheap no matter what the water_lod_control entity // says.
This'll ignore $reflecttexture and $refracttexture. // Reflections will
happen with $envmap, and refraction is assumed // to be opaquely the
water fog color. // "$forcecheap" 1 // This says what texture
to use to view this is Hammer. "%tooltexture"
"dev/water_normal" // If this is set, we want real-time
refraction "$refracttexture" "_rt_WaterRefraction" // This is
the amount of warp for the refraction. "$refractamount"
"3.0" // "$refractamount" "0.0" // This is the color of the
refraction // This is going away so that edge transitions don't screw
up. // Always set to white for now. "$refracttint" "[1.0 1.0
1.0]" // If this is set, we want real-time reflection. // If
this isn't set, you'll use an envmap, which needs to be set
here. // "$reflecttexture" "_rt_WaterReflection" // This is for
cheap reflections. Point env_cubemaps entities at // each major
water area. "$envmap" "env_cubemap" // This is the amount of
warp for the reflection. "$reflectamount" "0.2" // This is the
color tint for the real-time reflection AND env_cubemap. "$reflecttint"
"{255 255 255}" // WTF? "$scale" "[1 1]" // This is
the dudv map for the water. It is generated from a normal
map. "$bumpmap" "dev/water_dudv" // This is the normal map for
the water. "$normalmap" "dev/water_normal" // This is needed
for the tools "%compilewater" 1 // This is needed for physics,
etc. "$surfaceprop" "water" // You must have this. . this is a
material that is practically identical // to this one in most
cases. It must have $reflecttexture disabled, and // you can set
for params uniquely for underwater. "$bottommaterial"
"nature/sewer_water001_bottom" // This is needed for the proxy below
which animates the normal map, etc. "$bumpframe" "0" // Enable
water volumetric fog. "$fogenable" 1 // This is the color of
the fog in the water when looking from above. // You'll have the same
thing in the bottom material for when looking from //
below. "$fogcolor" "{45 45 35}" // This is the distance in
inches from the eye which water fog starts. // This has to be 0.0 for
edge fading to work properly. "$fogstart" 0.00 // This is the
distance in inches from the eye which water fog ends. "$fogend"
250.00 "$abovewater"
1 "Proxies" { "AnimatedTexture" { "animatedtexturevar"
"$normalmap" "animatedtextureframenumvar"
"$bumpframe" "animatedtextureframerate"
20.00 }
"TextureScroll" { "texturescrollvar"
"$bumptransform" "texturescrollrate"
.05 "texturescrollangle"
45.00 } "WaterLOD" { } } }
Далее в разделы Water_DX81 или Water_DX80, соответственно DirectX 8.1 и
DirectX 8.0, должны содержать следующие строки: "$reflecttexture"
"_rt_WaterReflection" "$reflectentities"
1 "$refractamount" ".25" Если каких то не
хватает то добавляем. Также изменяем параметр
$fogstart с 0 на 1. Следующие параметры отвечают за
скорость движения текстуры. Изменяем параметр
"animatedtextureframerate" с 20 на 16. Изменяем
параметр "texturescrollrate" с 0.5 на
.01 Соответственно поступаем с другими
текстурами:
Не
обязательно выставлять те значения, которые здесь указаны. Для одних текстур
лучше подойдут одни значения параметров, а для других другие. Можно также
изменять параметр "$refractamount" ".2". Можно
провести огромное количество экспериментов и каждый раз будем получать разный
результат.