// Nodraw water for oceans material water/nodraw_water { qer_editorimage textures/common/nodraw.tga nonsolid noshadows water surfaceType "water" } // ================================ // Water as seen from under the water // ================================ template underwater_frametemplate { parameters < FirstFrameNumber, NextFrameNumber, Lerp > text { useTemplate material/water_simple_interpolate< "textures2/water/water_rough_FirstFrameNumber.tga", // Bumpmap "textures2/water/water_rough_NextFrameNumber.tga", // Bumpmap2 "Lerp", // Lerp "env/underwater", // Cubemap "time * 0.03", // Translate X "time * 0.03", // Translate Y "0.6", // R "0.6", // G "0.6", // B "0.2", // Distortion Strength (Was 0.025 but was warping 1st person model) "3" // Reflection Power "2.5" // Glare > } } material water/underwater { qer_editorimage textures/common/water nonsolid sort refraction translucent forceAtmosphere noshadows useTemplate animations/frames10_interpolate < "underwater_frametemplate", 5 > } // ================================ // Ark // ================================ template ark_water_frametemplate { parameters < FirstFrameNumber, NextFrameNumber, Lerp > text { useTemplate material/water_simple_interpolate< "textures2/water/water_rough_FirstFrameNumber.tga", // Bumpmap "textures2/water/water_rough_NextFrameNumber.tga", // Bumpmap2 "Lerp", // Lerp "env/ark_water", // Cubemap "time * -0.03", // Translate X "time * 0.03", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.05", // Distortion Strength (Was 0.025 but was warping 1st person model) "4" // Reflection Power "1" // Glare > } } material water/ark_ocean { qer_editorimage textures/common/water nonsolid //water //surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater /* { writeDepth map clamp highquality textures/penta/specular.tga environmentCubeMap cubemap env/ark water_tint 1, 1, 1 water_distortion 0.008, 0.008, 1, 0 water_fresnel 6 water_glare 1 //water_lerp Lerp translate time * 0.03, time * 0.03 imgSequence rate 15 bumpmap textures2/water/choppy00.tga bumpmap textures2/water/choppy01.tga bumpmap textures2/water/choppy02.tga bumpmap textures2/water/choppy03.tga bumpmap textures2/water/choppy04.tga bumpmap textures2/water/choppy05.tga bumpmap textures2/water/choppy06.tga bumpmap textures2/water/choppy07.tga bumpmap textures2/water/choppy08.tga bumpmap textures2/water/choppy09.tga bumpmap textures2/water/choppy10.tga bumpmap textures2/water/choppy11.tga bumpmap textures2/water/choppy12.tga bumpmap textures2/water/choppy13.tga bumpmap textures2/water/choppy14.tga bumpmap textures2/water/choppy15.tga program water/simple_cube_interpolate_imgseq }*/ useTemplate animations/frames10_interpolate < "ark_water_frametemplate", 4 > } material water/ark_ocean_underside { qer_editorimage textures/common/water nonsolid sort nearest polygonOffset { blend blend parameters2 0.043, 0.0627, 0.031, 0.0007 program sfx/foggyWaterSurface } translucent } // ================================ // Canyon // ================================ template canyon_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/canyon/water", // Cubemap "time * 0.01", // Translate X "time * 0.01", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.008", // Distortion Strength "6" // Reflection Power "1.4" // Glare "0.08" // Bump Scale > } } material water/canyon_water { qer_editorimage textures/common/water nonsolid //water //surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater useTemplate animations/frames10_interpolate < "canyon_water_frametemplate", 2 > } material water/canyon_water_underside { qer_editorimage textures/common/water nonsolid sort nearest polygonOffset { blend blend parameters2 0.32, 0.25, 0.149, 0.015 program sfx/foggyWaterSurface } translucent } // ================================ // Outskirts // ================================ template outskirts_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/outskirts", // Cubemap "time * 0.01", // Translate X "time * 0.01", // Translate Y "1", // R "1", // G "0.8", // B "0.05", // Distortion Strength (Was 0.025 but was warping 1st person model) "1.5" // Reflection Power "0" // Glare "0.9" // Bump Scale > } } material water/outskirts_water { qer_editorimage textures/common/water nonsolid water surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater useTemplate animations/frames10_interpolate < "outskirts_water_frametemplate", 3 > } material water/outskirts_water_underside { qer_editorimage textures/common/water nonsolid sort nearest polygonOffset { blend blend parameters2 0.282, 0.259, 0.259, 0.00045 program sfx/foggyWaterSurface } translucent } // OUTSKIRTS: puddles template outskirts_puddles_frametemplate { parameters < FirstFrameNumber, NextFrameNumber, Lerp > text { useTemplate material/water_simple_interpolate< "textures2/water/water_rain_FirstFrameNumber.tga", // Bumpmap "textures2/water/water_rain_NextFrameNumber.tga", // Bumpmap2 "Lerp", // Lerp "env/outskirts", // Cubemap "time * 0.03", // Translate X "time * 0.03", // Translate Y "1.0", // R "1.0", // G "0.9", // B "0.8", // Distortion Strength "0.8" // Reflection Power "0.1" // Glare "0.1" // Bump Scale > } } material water/outskirts_puddles_water { qer_editorimage textures/common/water nonsolid //water surfaceType "water" sort refraction translucent forceAtmosphere useTemplate animations/frames10_interpolate < "outskirts_puddles_frametemplate", 6 > } // ================================ // Island // ================================ template island_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/island/ocean", // Cubemap "time * 0.05", // Translate X "time * 0.015", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.03", // Distortion Strength "6" // Reflection Power "1" // Glare > } } template island_water_frametemplate_sewer { 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/island/sewer", // Cubemap "time * 0.0125", // Translate X "time * 0.005", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.03", // Distortion Strength "6" // Reflection Power "0" // Glare ".1" //bump scale > } } material water/island_ocean { qer_editorimage textures/common/water nonsolid //water surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater useTemplate animations/frames10_interpolate < "island_water_frametemplate", 5 > } material water/island_sewer { qer_editorimage textures/common/water nonsolid //water surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater useTemplate animations/frames10_interpolate < "island_water_frametemplate_sewer", 5 > } material water/island_ocean_underside { qer_editorimage textures/common/water nonsolid sort nearest polygonOffset { blend blend parameters2 0.078, 0.235, 0.235, 0.001 program sfx/foggyWaterSurface } translucent } material water/island_ocean_underside_sewer { qer_editorimage textures/common/water nonsolid sort nearest polygonOffset { blend blend parameters2 0.1411765, 0.1137255, 0.1019608, 0.001 program sfx/foggyWaterSurface } translucent } material water/island_ocean_back { qer_editorimage textures/common/water nonsolid sort refraction translucent forceAtmosphere noshadows useTemplate animations/frames16_interpolate < "valley_water_frametemplate_back", 15 > //was 10 } // old version /*material water/island_ocean { qer_editorimage textures/common/water nonsolid surfaceType "water" //water sort refraction translucent forceAtmosphere { useTemplate material/water_simple< "textures/penta/watertest2.tga", // Bumpmap "env/valley" // Cubemap "time * 0.1", // Translate X "0", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.12", // Distortion Strength "5" // Reflection Power "1" // Glare > } }*/ // ================================ // Quarry // ================================ template quarry_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/temperate", // Cubemap "time * 0.03", // Translate X "time * 0.03", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.04", // Distortion Strength (Was 0.025 but was warping 1st person model) "6" // Reflection Power "1" // Glare "1" > } } material water/quarry_water { qer_editorimage textures/common/water nonsolid //water //surfaceType "water" sort refraction translucent forceAtmosphere useTemplate animations/frames10_interpolate < "quarry_water_frametemplate", 4 > } material water/quarry_puddles { qer_editorimage textures/common/water water surfaceType "water" sort refraction translucent forceAtmosphere useTemplate animations/frames10_interpolate < "canyon_water_frametemplate", 2 > } // ================================ // Refinery // ================================ template refinery_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/refinery/refinery_water", // Cubemap "time * -0.05", // Translate X "time * 0.01", // Translate Y "1.0", // R "0.975", // G "0.9", // B "0.05", // Distortion Strength (Was 0.025 but was warping 1st person model) "5" // Reflection Power "0.25" // Glare "0.4" > } } material water/refinery_water { qer_editorimage textures/common/water nonsolid water surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater useTemplate animations/frames10_interpolate < "refinery_water_frametemplate", 4 > } material water/refinery_water_underside { qer_editorimage textures/common/water nonsolid sort nearest polygonOffset { blend blend parameters2 0.447, 0.34, 0.239, 0.003 program sfx/foggyWaterSurface } translucent } // ================================ // Sewer // ================================ template sewer_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/sewer/water", // Cubemap "time * 0.03", // Translate X "time * 0.03", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.008", // Distortion Strength (Was 0.025 but was warping 1st person model) "3" // Reflection Power "1" // Glare > } } material water/sewer_water { qer_editorimage textures/common/water nonsolid water surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater useTemplate animations/frames10_interpolate < "sewer_water_frametemplate", 3 > } material water/sewer_water_underside { qer_editorimage textures/common/water nonsolid sort nearest polygonOffset { blend blend parameters2 0.26, 0.267, 0.208, 0.002 program sfx/foggyWaterSurface } translucent } template water/sewer_interior_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/sewer/interior", // Cubemap "time * 0.01", // Translate X "time * 0.01", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.09", // Distortion Strength (Was 0.025 but was warping 1st person model) "2.5" // Reflection Power "0" // Glare "0.2" // Bump Scale > } } material water/sewer_interior { qer_editorimage textures/common/water nonsolid water surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater useTemplate animations/frames10_interpolate < "water/sewer_interior_frametemplate", 2 > } template water/sewer_interior2_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/sewer/interior2", // Cubemap "time * 0.01", // Translate X "time * 0.01", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.09", // Distortion Strength (Was 0.025 but was warping 1st person model) "2" // Reflection Power "0" // Glare "0.2" // Bump Scale > } } material water/sewer_interior2 { qer_editorimage textures/common/water nonsolid water surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater useTemplate animations/frames10_interpolate < "water/sewer_interior2_frametemplate", 2 > } template water/sewer_interior3_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/sewer/interior3", // Cubemap "time * 0.01", // Translate X "time * 0.01", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.03", // Distortion Strength (Was 0.025 but was warping 1st person model) "1" // Reflection Power "0.5" // Glare "0.8" // Bump Scale > } } material water/sewer_interior3 { qer_editorimage textures/common/water nonsolid water surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater useTemplate animations/frames10_interpolate < "water/sewer_interior3_frametemplate", 2 > } material textures/water/water_sewerfloodway { qer_editorimage textures/water/water_sewerfloodway_local nonsolid twosided // wils: seems to break when the model isn't axial // you get a big 'block' of water covering the whole of the models bounds //water surfaceType "water" sort refraction translucent forceAtmosphere { program water/simple_cube bumpMap textures/water/water_sewerfloodway_local.tga map clamp highquality textures/penta/specular.tga environmentCubeMap cubemap env/sewer/floodway water_tint 0.9, 1, 0.9 water_distortion 4, 2, 1, 0 water_fresnel 5 water_glare 0.6 water_offset 0, 0, 0, 0 water_desat 0 translate 0, Time * -0.1 } } // ================================ // Slipgate // ================================ // SOUTH OASIS POND // model: models/water/slipgate.lwo template slipgate_water_southpond_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/slipgate/south_pond", // Cubemap "time * 0.01", // Translate X "time * 0.01", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.02", // Distortion Strength (Was 0.025 but was warping 1st person model) "5" // Reflection Power "1" // Glare "0.4" > } } material water/slipgate_water_southpond { qer_editorimage textures/common/water nonsolid water surfaceType "water" sort refraction translucent forceAtmosphere useTemplate animations/frames10_interpolate < "slipgate_water_southpond_frametemplate", 3 > } material water/slipgate_water_southpond_underside { nonsolid qer_editorimage textures/common/water sort nearest polygonOffset { blend blend parameters2 0.36, 0.34, 0.239, 0.005 program sfx/foggyWaterSurface } translucent } // NORTH OASIS POND // model: models/water/slipgate2.lwo template slipgate_water_northpond_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/slipgate/north_pond", // Cubemap "time * 0.01", // Translate X "time * 0.01", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.02", // Distortion Strength (Was 0.025 but was warping 1st person model) "5" // Reflection Power "1" // Glare "0.4" > } } material water/slipgate_water_northpond { qer_editorimage textures/common/water nonsolid water surfaceType "water" sort refraction translucent forceAtmosphere useTemplate animations/frames10_interpolate < "slipgate_water_northpond_frametemplate", 3 > } material water/slipgate_water_northpond_underside { nonsolid sort nearest qer_editorimage textures/common/water polygonOffset { blend blend parameters2 0.36, 0.34, 0.239, 0.005 program sfx/foggyWaterSurface } translucent } // NEXUS TOWER INTERIOR SLUDGE // model: models/water/slipgate_nexus_water.lwo template slipgate_nexus_water01_frametemplate { parameters < FirstFrameNumber, NextFrameNumber, Lerp > text { useTemplate material/water_simple_interpolate< "textures2/water/calmFirstFrameNumber.tga", // Bumpmap "textures2/water/calmNextFrameNumber.tga", // Bumpmap2 "Lerp", // Lerp "env/slipgate/nexus_water01", // Cubemap "time * 0.05", // Translate X "time * 0.05", // Translate Y "0.78", // R "0.73", // G "0.24", // B "0.33", // Distortion Strength (Was 0.025 but was warping 1st person model) "4" // Reflection Power "1" // Glare > } } material slipgate_nexus_water01 { qer_editorimage textures/common/water nonsolid water surfaceType "water" sort refraction translucent forceAtmosphere useTemplate animations/frames10_interpolate < "slipgate_nexus_water01_frametemplate", 3 > } // ================================ // Valley // ================================ template valley_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 (Was 0.025 but was warping 1st person model) "5" // Reflection Power "1" // Glare "0.5" > } } template valley_water_frametemplate2 { 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/sewer_generic", // Cubemap "time * 0.03", // Translate X "time * 0.03", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.05", // Distortion Strength (Was 0.025 but was warping 1st person model) "5" // Reflection Power "0" // Glare "0.5" > } } material water/valley_water { qer_editorimage textures/common/water nonsolid water surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater useTemplate animations/frames10_interpolate < "valley_water_frametemplate", 5 > /*{ __atmosphere_overlay }*/ } material water/valley_water_underside { nonsolid qer_editorimage textures/common/water sort nearest polygonOffset { blend blend parameters2 0.212, 0.2, 0.122, 0.0006 program sfx/foggyWaterSurface } translucent } material water/valley_water2 { qer_editorimage textures/common/water nonsolid water surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater useTemplate animations/frames10_interpolate < "valley_water_frametemplate2", 5 > /*{ __atmosphere_overlay }*/ } template temperate_water_frametemplate { parameters < FirstFrameNumber, NextFrameNumber, Lerp > text { useTemplate material/water_simple_interpolate< "textures2/water/choppyFirstFrameNumber.tga", // Bumpmap "textures2/water/choppyNextFrameNumber.tga", // Bumpmap2 "Lerp", // Lerp "env/temperate", // Cubemap "time * 0.03", // Translate X "time * 0.03", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.008", // Distortion Strength (Was 0.025 but was warping 1st person model) "6" // Reflection Power "1" // Glare > } } material water/temperate_water { qer_editorimage textures/common/water nonsolid water surfaceType "water" sort refraction translucent forceAtmosphere useTemplate animations/frames16_interpolate < "temperate_water_frametemplate", 15 > //was 10 } // ================================ // Volcano // ================================ template volcano_water_frametemplate { parameters < FirstFrameNumber, NextFrameNumber, Lerp > text { useTemplate material/water_simple_interpolate< "textures2/water/water_rough_FirstFrameNumber.tga", // Bumpmap "textures2/water/water_rough_NextFrameNumber.tga", // Bumpmap2 "Lerp", // Lerp "env/volcano", // Cubemap "time * 0.05", // Translate X "time * 0.005", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.025", // Distortion Strength (Was 0.025 but was warping 1st person model) "10" // Reflection Power "1" // Glare > } } material water/volcano_water { qer_editorimage textures/common/water nonsolid water surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater useTemplate animations/frames10_interpolate < "volcano_water_frametemplate", 5 > /*{ __atmosphere_overlay }*/ } material water/volcano_water_underside { qer_editorimage textures/common/water nonsolid sort nearest polygonOffset { blend blend parameters2 0.204, 0.278, 0.298, 0.00015 program sfx/foggyWaterSurface } translucent } // ================================ // Test Water // ================================ material water/vehicletrack { qer_editorimage textures/common/water nonsolid surfaceType "water" sort refraction translucent water { useTemplate material/water_simple< "textures/penta/watertest2.tga", // Bumpmap "env/valley" // Cubemap "time * 0.1", // Translate X "0", // Translate Y "1.0", // R "1.0", // G "1.0", // B "0.12", // Distortion Strength "5" // Reflection Power "1" // Glare > } /*{ __atmosphere_overlay }*/ } material water/temperate_watersedge { /*{ blend blend translate sinTable[ time * 0.1 ] * 0.1 - 0.1, time * -0.02 alpha ( sinTable[ time * 0.1 ] * 0.5 + 0.5 ) * 0.7 map textures/sfx/wateredge.tga } { blend blend translate sinTable[ time * 0.1 + 0.33 ] * 0.1 - 0.1, time * 0.02 + 0.33 alpha ( sinTable[ time * 0.1 + 0.33 ] * 0.5 + 0.5 ) * 0.7 map textures/sfx/wateredge.tga } { blend blend translate sinTable[ time * 0.1 + 0.66 ] * 0.1 - 0.1, 0 alpha ( sinTable[ time * 0.1 + 0.66 ] * 0.5 + 0.5 ) * 0.7 map textures/sfx/wateredge.tga }*/ } //table wave_offset {{ 1, 0.92387953, 0.70710678, 0.38268343, 0, -0.38268343, -0.70710678, -0.92387953, -1, -0.92387953, -0.70710678, -0.38268343, 0, 0.38268343, 0.70710678, 0.92387953 }} table wave_offset { { 1.000000, 0.999699, 0.998795, 0.997290, 0.995185, 0.992480, 0.989177, 0.985278, 0.980785, 0.975702, 0.970031, 0.963776, 0.956940, 0.949528, 0.941544, 0.932993, 0.923880, 0.914210, 0.903989, 0.893224, 0.881921, 0.870087, 0.857729, 0.844854, 0.831470, 0.817585, 0.803208, 0.788346, 0.773010, 0.757209, 0.740951, 0.724247, 0.707107, 0.689541, 0.671559, 0.653173, 0.634393, 0.615232, 0.595699, 0.575808, 0.555570, 0.534998, 0.514103, 0.492898, 0.471397, 0.449611, 0.427555, 0.405241, 0.382683, 0.359895, 0.336890, 0.313682, 0.290285, 0.266713, 0.242980, 0.219101, 0.195090, 0.170962, 0.146730, 0.122411, 0.098017, 0.073565, 0.049068, 0.024541, 0.000000, -0.024541, -0.049068, -0.073565, -0.098017, -0.122411, -0.146730, -0.170962, -0.195090, -0.219101, -0.242980, -0.266713, -0.290285, -0.313682, -0.336890, -0.359895, -0.382683, -0.405241, -0.427555, -0.449611, -0.471397, -0.492898, -0.514103, -0.534998, -0.555570, -0.575808, -0.595699, -0.615232, -0.634393, -0.653173, -0.671559, -0.689541, -0.707107, -0.724247, -0.740951, -0.757209, -0.773010, -0.788346, -0.803208, -0.817585, -0.831470, -0.844854, -0.857729, -0.870087, -0.881921, -0.893224, -0.903989, -0.914210, -0.923880, -0.932993, -0.941544, -0.949528, -0.956940, -0.963776, -0.970031, -0.975702, -0.980785, -0.985278, -0.989177, -0.992480, -0.995185, -0.997290, -0.998795, -0.999699, -1.000000, -0.999699, -0.998795, -0.997290, -0.995185, -0.992480, -0.989177, -0.985278, -0.980785, -0.975702, -0.970031, -0.963776, -0.956940, -0.949528, -0.941544, -0.932993, -0.923880, -0.914210, -0.903989, -0.893224, -0.881921, -0.870087, -0.857729, -0.844854, -0.831470, -0.817585, -0.803208, -0.788346, -0.773010, -0.757209, -0.740951, -0.724247, -0.707107, -0.689541, -0.671559, -0.653173, -0.634393, -0.615232, -0.595699, -0.575808, -0.555570, -0.534998, -0.514103, -0.492898, -0.471397, -0.449611, -0.427555, -0.405241, -0.382683, -0.359895, -0.336890, -0.313682, -0.290285, -0.266713, -0.242980, -0.219101, -0.195090, -0.170962, -0.146730, -0.122411, -0.098017, -0.073565, -0.049068, -0.024541, 0.000000, 0.024541, 0.049068, 0.073565, 0.098017, 0.122411, 0.146730, 0.170962, 0.195090, 0.219101, 0.242980, 0.266713, 0.290285, 0.313682, 0.336890, 0.359895, 0.382683, 0.405241, 0.427555, 0.449611, 0.471397, 0.492898, 0.514103, 0.534998, 0.555570, 0.575808, 0.595699, 0.615232, 0.634393, 0.653173, 0.671559, 0.689541, 0.707107, 0.724247, 0.740951, 0.757209, 0.773010, 0.788346, 0.803208, 0.817585, 0.831470, 0.844854, 0.857729, 0.870087, 0.881921, 0.893224, 0.903989, 0.914210, 0.923880, 0.932993, 0.941544, 0.949528, 0.956940, 0.963776, 0.970031, 0.975702, 0.980785, 0.985278, 0.989177, 0.992480, 0.995185, 0.997290, 0.998795, 0.999699 } } table wave_fade { { 1, 0.5, 0.25, 0.25, 0.5, 1, 1 } } table wave_scale { { 1, 1.1, 1.2, 1.4, 1.2, 1.1, 1 } } //table wet_offset {{ -0.60, -0.55, 0.70710678, 0.38268343, 0, -0.38268343, -0.70710678, -0.92387953, -1, -0.95, -0.90, -0.85, -0.80, -0.75, -0.70, -0.65 }} //table wet_fade {{ 0, 0, 0, 0, 0, 0.0, 0.0, 0.0, 1, 1, 0.8, 0.6, 0.5, 0.4, 0.3, 0.2 }} table wet_offset {{ 1, 0.98, 0.96, 0.94, 0.92, 0.90, 0.84, 0.80, 0.70, -0.92387953, -0.70710678, -0.38268343, 0, 0.38268343, 0.70710678, 0.92387953 }} table wet_fade {{ 1, 1, 1, 0.8, 0.6, 0.4, 0.2, 0, 0, 0, 0, 0, 0, 0.1, 0.2, 0.4 }} table wet_sparkl_fade {{ 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0.1, 0.2, 0.4 }} material water/water_edge { nonsolid // // Wet sand darken layer // { blend GL_ZERO, GL_ONE_MINUS_SRC_COLOR maskalpha scale wave_scale[ time * 0.1 ], 1 translate wet_offset[ time * 0.1 ] * 0.20, sinTable[ time * 0.1 ] * 0.05 rgb wet_fade[ time * 0.1 ] * .6 map clamp_y textures/sfx/shoreline_wet.tga } { blend GL_ZERO, GL_ONE_MINUS_SRC_COLOR maskalpha scale wave_scale[ time * 0.1 + 0.5 ], 1 translate wet_offset[ time * 0.1 + 0.5 ] * 0.20, sinTable[ time * 0.1 + 0.5 ] * 0.05 + 0.5 rgb wet_fade[ time * 0.1 + 0.5 ] * .6 map clamp_y textures/sfx/shoreline_wet.tga } // // Glittery sand // { blend add program water/shoreline_wetshine diffuseMap clamp_y textures/sfx/shoreline_wet.tga bumpMap textures/sfx/shoreline_wetnormal.tga map clamp highquality textures/penta/specular.tga textureMatrix bumpMatrix { scale 3, 3 translate time * -0.005, 0 } scale wave_scale[ time * 0.1 ], 1 translate wet_offset[ time * 0.1 ] * 0.20, sinTable[ time * 0.1 ] * 0.05 rgb wet_fade[ time * 0.1 ] * 5 } { blend add program water/shoreline_wetshine diffuseMap clamp_y textures/sfx/shoreline_wet.tga bumpMap textures/sfx/shoreline_wetnormal.tga map clamp highquality textures/penta/specular.tga textureMatrix bumpMatrix { scale 3, 3 translate time * -0.005, 0 } scale wave_scale[ time * 0.1 + 0.5 ], 1 translate wet_offset[ time * 0.1 + 0.5 ] * 0.20, sinTable[ time * 0.1 + 0.5 ] * 0.05 + 0.5 rgb wet_fade[ time * 0.1 + 0.5 ] * 5 } // // Wave froth // { blend blend program water/shoreline_froth scale wave_scale[ time * 0.1 ], 1 translate wave_offset[ time * 0.1 ] * 0.20, sinTable[ time * 0.1 ] * 0.05 alpha wave_fade[ time * 0.1 ] maskalpha diffuseMap clamp_y textures/sfx/shoreline_froth.tga bumpMap clamp_y textures/sfx/shoreline_froth_local.tga map clamp highquality textures/penta/specular.tga } { blend blend program water/shoreline_froth scale wave_scale[ time * 0.1 + 0.5 ], 1 translate wave_offset[ time * 0.1 + 0.5 ] * 0.20, sinTable[ time * 0.1 + 0.5 ] * 0.05 + 0.5 alpha wave_fade[ time * 0.1 + 0.5 ] maskalpha diffuseMap clamp_y textures/sfx/shoreline_froth.tga bumpMap clamp_y textures/sfx/shoreline_froth_local.tga map clamp highquality textures/penta/specular.tga } } table pjwave_scale {{ .4, .4, .6, .8, 3, 1.5, 1, .8, .6, .5 }} table pjwave_alpha {{ 1, .5, .3, .2, 0, .5, .7, 1, 1, 1 }} table island_wave_scale {{ .5, .51, .54, .6, .7, .8, .9, 1, 1.1, 1.2, 1.3, 1.4, 1.5, 1.4, 1.3, 1.2, 1.1, 1, .9, .8, .7, .6, .54, .51 }} table island_wave_alpha {{ 1, .9, .8, .7, .6, .5, .4, .3, .2, .1, .04, 0, .04, .1, .2, .3, .4, .5, .6, .7, .8, .9 }} table island_wave2_scale {{ .55, .57, .6, .7, .8, .9, 1, 1.1, 1.2, 1.3, 1.4, 1.3, 1.2, 1.1, 1, .9, .8, .7, .6, .57 }} table island_wave2_alpha {{ .9, .7, .5, .4, .3, .25, .2, .15, .1, .05, .1, .2, .3, .4, .5, .6, .7, .8 }} table pj_waveoffset {{ 1,2 }} material water/island_wave { nonsolid { blend blend program water/shoreline_froth centerscale island_wave_scale[ time * 0.1 ], 1 // pushes up the beach translate wave_offset[ time * 0.1 ] * 0.25, sinTable[ time * 0.2 ] * 0.1 // scrolls sideways alpha island_wave_alpha[ time * 0.1 ] // fades wave maskalpha vertexColor diffuseMap clamp_y textures/sfx/shoreline_froth_big.tga bumpMap _flat map _black } { blend blend program water/shoreline_froth centerscale island_wave2_scale[ time * 0.15 ], 1 // pushes up the beach translate wave_offset[ time * 0.1 + 0.05 ] * 0.25, sinTable[ time * 0.2 + 0.2 ] * 0.15 + 0.5 // scrolls sideways alpha island_wave2_alpha[ time * 0.15 ] // fades wave maskalpha vertexColor diffuseMap clamp_y textures/sfx/shoreline_froth_big.tga bumpMap _flat map _black } translucent } material water/volcano_wave { nonsolid { blend blend program water/shoreline_froth centerscale island_wave_scale[ time * 0.1 ], 1 // pushes up the beach translate wave_offset[ time * 0.1 ] * 0.25, sinTable[ time * 0.2 ] * 0.1 // scrolls sideways alpha island_wave_alpha[ time * 0.1 ] * .5 // fades wave maskalpha vertexColor diffuseMap clamp_y textures/sfx/shoreline_froth_big.tga bumpMap _flat map _black } { blend blend program water/shoreline_froth centerscale island_wave2_scale[ time * 0.15 ], 1 // pushes up the beach translate wave_offset[ time * 0.1 + 0.05 ] * 0.25, sinTable[ time * 0.2 + 0.2 ] * 0.15 + 0.5 // scrolls sideways alpha island_wave2_alpha[ time * 0.15 ] * .5 // fades wave maskalpha vertexColor diffuseMap clamp_y textures/sfx/shoreline_froth_big.tga bumpMap _flat map _black } translucent } // ================================ // Valley // ================================ template water/sewer_interior_calm_frametemplate { parameters < FirstFrameNumber, NextFrameNumber, Lerp > text { useTemplate material/water_simple_interpolate< "textures2/water/calmFirstFrameNumber.tga", // Bumpmap "textures2/water/calmNextFrameNumber.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 "0.15", // Distortion Strength (Was 0.025 but was warping 1st person model) "4.5" // Reflection Power "0" // Glare > } } material water/sewer_interior_calm { qer_editorimage textures/common/water nonsolid water surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater useTemplate animations/frames16_interpolate < "water/sewer_interior_calm_frametemplate", 8 > } ///// SCROLLING WATER EFFECTS ///// material textures/water/water01 { qer_editorimage textures/water/water01_local nonsolid twosided surfaceType "water" sort refraction translucent forceAtmosphere backSide textures/water/water01 { program water/simple_cube_alpha diffuseMap textures/water/water01_alpha.tga bumpMap textures/water/water01_local.tga map clamp highquality textures/penta/specular.tga environmentCubeMap cubemap env/valley water_tint 1.2, 1.2, 1 water_distortion 1, 0.1, 1, 0 water_fresnel 8 water_glare 0.6 water_offset 0, 0, 0, 0 water_desat 0 translate 0, Time * -0.5 } } material textures/water/water02 { qer_editorimage textures/water/water01_editor nonsolid twosided surfaceType "water" sort refraction translucent forceAtmosphere backSide textures/water/water02 { program water/simple_cube_alpha diffuseMap textures/water/water01_alpha.tga bumpMap textures/water/water01_local.tga map clamp highquality textures/penta/specular.tga environmentCubeMap cubemap env/valley water_tint 1, 1, 1 water_distortion 2, 0.1, 1, 0 water_fresnel 8 water_glare 0.6 water_offset 0, 0, 0, 0 water_desat 0 translate 0, Time * -1.2 } } material textures/water/water_rain { qer_editorimage textures/water/water_rain_local nonsolid twosided surfaceType "water" sort refraction translucent forceAtmosphere backSide water/underwater { program water/simple_cube bumpMap textures/water/water_rain_local.tga map clamp highquality textures/penta/specular.tga environmentCubeMap cubemap env/sewer water_tint 1, 1, 1 water_distortion 4, 0.1, 1, 0 water_fresnel 5 water_glare 0.6 water_offset 0, 0, 0, 0 water_desat 0 translate 0, Time * -1.6 } } material textures/water/water_rain2 { qer_editorimage textures/water/water_rain_local nonsolid twosided //water surfaceType "water" sort refraction translucent //forceAtmosphere noAtmosphere noshadows sort postprocess { //blend add program water/runningwater diffuseMap textures/water/water_rain_alpha.tga bumpMap textures/water/water_rain_local.tga water_distortion 50, 50, 1, 0 water_fresnel 5 water_glare 1 scale 3,1.5 translate 0, time * -0.8 // translate 0, rain[ time * 0.4 ] color 0.25, 0.25, 0.25, 0 } } material textures/water/water_water2 { qer_editorimage textures/water/water_rain_local nonsolid //twosided //water surfaceType "water" //sort refraction translucent //forceAtmosphere noAtmosphere noshadows updateCurrentRender //sort postprocess { blend blend program water/runningwaterEnv diffuseMap textures/water/water_sewerfloodway_alpha.tga bumpMap textures/water/water_sewerfloodway_local.tga // diffuseMap textures/water/water_rain_alpha.tga // bumpMap textures/water/water_sewerfloodway_local.tga water_distortion 300, 300, 1, 0 water_fresnel 1 water_glare 0.6 scale 0.0005,0.0005 translate 0, time * -60 //color 0.25, 0.25, 0.25, 0 } } material textures/water/water_ground01 { qer_editorimage textures/water/water_ground01_local nonsolid //twosided surfaceType "water" sort refraction translucent forceAtmosphere backSide textures/water/water_ground01 { if ( ( time * 15 ) % 6== 1 ) program water/simple_cube_alpha diffuseMap textures/water/water_ground01_01_alpha.tga bumpMap textures/water/water_ground01_01_local.tga map clamp highquality textures/penta/specular.tga environmentCubeMap cubemap env/valley water_tint 1, 1, 1 water_distortion 10, 1, 1, 0 water_fresnel 15 water_glare 0.4 water_offset 0, 0, 0, 0 water_desat 0 scale 5,5 } { if ( ( time * 15 ) % 6== 2 ) program water/simple_cube_alpha diffuseMap textures/water/water_ground01_02_alpha.tga bumpMap textures/water/water_ground01_02_local.tga map clamp highquality textures/penta/specular.tga environmentCubeMap cubemap env/valley water_tint 1, 1, 1 water_distortion 10, 1, 1, 0 water_fresnel 15 water_glare 0.4 water_offset 0, 0, 0, 0 water_desat 0 scale 8,8 } { if ( ( time * 15 ) % 6== 3 ) program water/simple_cube_alpha diffuseMap textures/water/water_ground01_03_alpha.tga bumpMap textures/water/water_ground01_03_local.tga map clamp highquality textures/penta/specular.tga environmentCubeMap cubemap env/valley water_tint 1, 1, 1 water_distortion 10, 1, 1, 0 water_fresnel 15 water_glare 0.4 water_offset 0, 0, 0, 0 water_desat 0 scale 6,6 } { if ( ( time * 15 ) % 6== 4 ) program water/simple_cube_alpha diffuseMap textures/water/water_ground01_04_alpha.tga bumpMap textures/water/water_ground01_04_local.tga map clamp highquality textures/penta/specular.tga environmentCubeMap cubemap env/valley water_tint 1, 1, 1 water_distortion 10, 1, 1, 0 water_fresnel 15 water_glare 0.4 water_offset 0, 0, 0, 0 water_desat 0 scale 9,9 } { if ( ( time * 15 ) % 6== 5 ) program water/simple_cube_alpha diffuseMap textures/water/water_ground01_05_alpha.tga bumpMap textures/water/water_ground01_05_local.tga map clamp highquality textures/penta/specular.tga environmentCubeMap cubemap env/valley water_tint 1, 1, 1 water_distortion 10, 1, 1, 0 water_fresnel 15 water_glare 0.4 water_offset 0, 0, 0, 0 water_desat 0 scale 7,7 } { if ( ( time * 15 ) % 6== 6 ) program water/simple_cube_alpha diffuseMap textures/water/water_ground01_06_alpha.tga bumpMap textures/water/water_ground01_06_local.tga map clamp highquality textures/penta/specular.tga environmentCubeMap cubemap env/valley water_tint 1, 1, 1 water_distortion 10, 1, 1, 0 water_fresnel 15 water_glare 0.4 water_offset 0, 0, 0, 0 water_desat 0 scale 8,8 } }