template terrain_mesh_sdk_water_frametemplate { parameters < FirstFrameNumber, NextFrameNumber, Lerp > text { useTemplate material/water_simple_interpolate< "textures2/water/water_regular_FirstFrameNumber.tga", // Bumpmap "textures2/water/water_regular_NextFrameNumber.tga", // Bumpmap2 "Lerp", // Lerp "env/valley", // Cubemap "time * 0.03", // Translate X "time * 0.03", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.05", // Distortion Strength "5" // Reflection Power "1" // Glare "0.5" // Bump Scale > } } material water/terrain_mesh_sdk_water { qer_editorimage textures/common/water nonsolid //water //surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater useTemplate animations/frames10_interpolate < "terrain_mesh_sdk_water_frametemplate", 5 > } material water/terrain_mesh_sdk_water_underside { qer_editorimage textures/common/water nonsolid sort nearest polygonOffset { blend blend parameters2 0.212, 0.2, 0.122, 0.0006 program sfx/foggyWaterSurface } translucent } material fogs/waterFog_terrain_mesh_sdk { fogLight refractable // tell the engine it is fog and not a light noShadows { fogMap _fog fogEnterMap _fogEnter red parm0 green parm1 blue parm2 alpha 5000 specularPower 10 } }