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	<id>https://wiki.splashdamage.com/index.php?action=history&amp;feed=atom&amp;title=Water_Surfaces</id>
	<title>Water Surfaces - Revision history</title>
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	<updated>2026-04-07T15:00:10Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Water_Surfaces&amp;diff=3848&amp;oldid=prev</id>
		<title>MoP: color -&gt; alpha</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Water_Surfaces&amp;diff=3848&amp;oldid=prev"/>
		<updated>2007-12-03T16:22:31Z</updated>

		<summary type="html">&lt;p&gt;color -&amp;gt; alpha&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 16:22, 3 December 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l143&quot; &gt;Line 143:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 143:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** For more realistic effects with scrolling water shaders, you could try squashing/stretching UV sections to make it appear that the water is flowing faster or slower in particular areas.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** For more realistic effects with scrolling water shaders, you could try squashing/stretching UV sections to make it appear that the water is flowing faster or slower in particular areas.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Vertex &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Alpha &lt;/del&gt;==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Vertex &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Color &lt;/ins&gt;==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Vertex &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Alpha &lt;/del&gt;can be used to fade out the edges of your water models to create a more natural visual effect, by eliminating sharp edges where the water mesh meets any terrain or brushwork.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Vertex &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Color &lt;/ins&gt;can be used to fade out the edges of your water models to create a more natural visual effect, by eliminating sharp edges where the water mesh meets any terrain or brushwork.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Vertex &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Alpha &lt;/del&gt;in LightWave ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Vertex &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Color &lt;/ins&gt;in LightWave ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It is fairly easy to apply vertex &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;alpha &lt;/del&gt;to fade out water edges in LightWave.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It is fairly easy to apply vertex &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;color &lt;/ins&gt;to fade out water edges in LightWave.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Load your water model in LightWave Modeler.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Load your water model in LightWave Modeler.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Select all of the model's vertices (just Invert Selection in Points mode if you have nothing selected).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Select all of the model's vertices (just Invert Selection in Points mode if you have nothing selected).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Go to the ''Map'' tab, look for the ''Point Color'' button on the left.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Go to the ''Map'' tab, look for the ''Point Color'' button on the left.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* In the window which pops up, give your vertex map a name (eg. &amp;quot;Vertex Color&amp;quot;).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* In the window which pops up, give your vertex map a name (eg. &amp;quot;Vertex Color&amp;quot;).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;** Make sure ''Use Alpha'' is checked on.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Set the ''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Color&lt;/ins&gt;'' value to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;white (255 255 255)&lt;/ins&gt;, then hit OK &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Set the ''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Alpha&lt;/del&gt;'' value to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;1.0&lt;/del&gt;, then hit OK &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Now select any vertices which you want to fade out (usually all the vertices along the outside edges).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Now select any vertices which you want to fade out (usually all the vertices along the outside edges).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Open the ''Info'' panel (the button at the bottom of the window, or default hotkey is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'''&lt;/del&gt;i&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'''&lt;/del&gt;).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Open the ''Info'' panel (the button at the bottom of the window, or default hotkey is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;{{accelkey|&lt;/ins&gt;i&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;}}&lt;/ins&gt;).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Select ''Vertex Color'' in the ''Edit Value'' field at the bottom of the Point Info window that pops up.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Select ''Vertex Color'' in the ''Edit Value'' field at the bottom of the Point Info window that pops up.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Click the ''Edit All'' button on the right of the Point Info window to edit all the selected vertices at once.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Click the ''Edit All'' button on the right of the Point Info window to edit all the selected vertices at once.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Change the ''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Alpha&lt;/del&gt;'' value at the bottom of the Point Info window to 0&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;.&lt;/del&gt;0 &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;% &lt;/del&gt;(hit Enter to make sure it keeps the change).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Change the ''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Color&lt;/ins&gt;'' value at the bottom of the Point Info window to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;black (&lt;/ins&gt;0 0 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;0) &lt;/ins&gt;(hit Enter to make sure it keeps the change).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Underwater Surface Models ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Underwater Surface Models ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>MoP</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Water_Surfaces&amp;diff=1425&amp;oldid=prev</id>
		<title>192.168.0.129 at 16:50, 15 October 2007</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Water_Surfaces&amp;diff=1425&amp;oldid=prev"/>
		<updated>2007-10-15T16:50:35Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Water surfaces can be used in a variety of ways. You can create anything from tiny puddles to huge oceans.&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{main|Water Surfaces}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
= Water Materials =&lt;br /&gt;
Most of the time, water materials are set up to use moving or animating textures, with [[Environment Maps|environment cubemaps]] to make the water look reflective.&lt;br /&gt;
&lt;br /&gt;
== Animated Water Materials ==&lt;br /&gt;
[[Image:water_lake.jpg|center|frame|A lake in the outdoor area of Sewer, using an animated frame template water setup.]]&lt;br /&gt;
Here is an example of how animating water is set up. It involves a [[Templates|template]] and a standard [[Materials|material]].&lt;br /&gt;
&lt;br /&gt;
=== Frame Template ===&lt;br /&gt;
First of all, you need a template to load your animating water images. For ETQW we usually use 10 individual TGAs which form a looping, tiling water surface texture.&lt;br /&gt;
&lt;br /&gt;
We usually set up a specific water material for each map, in order to keep them individual and easily editable. To this end, note that any references to '''''mapname''''' in the following material examples should be replaced with the name of your map for consistency.&lt;br /&gt;
&lt;br /&gt;
 template '''''mapname'''''_water_frametemplate {&lt;br /&gt;
 	parameters &amp;lt;&lt;br /&gt;
 		FirstFrameNumber,&lt;br /&gt;
 		NextFrameNumber,&lt;br /&gt;
 		Lerp&lt;br /&gt;
 	&amp;gt;&lt;br /&gt;
 	text {&lt;br /&gt;
 		useTemplate material/water_simple_interpolate&amp;lt;&lt;br /&gt;
 				&amp;quot;'''''textures/water/mapname_'''''FirstFrameNumber.tga&amp;quot;,		// Bumpmap&lt;br /&gt;
 				&amp;quot;'''''textures/water/mapname_'''''NextFrameNumber.tga&amp;quot;,		// Bumpmap2&lt;br /&gt;
 				&amp;quot;Lerp&amp;quot;,							// Lerp&lt;br /&gt;
 				&amp;quot;env/'''''mapname'''''/water&amp;quot;,					// Cubemap&lt;br /&gt;
 				&amp;quot;time * 0.01&amp;quot;,						// Translate X&lt;br /&gt;
 				&amp;quot;time * 0.01&amp;quot;,						// Translate Y&lt;br /&gt;
 				&amp;quot;1.0&amp;quot;,							// R&lt;br /&gt;
 				&amp;quot;1.0&amp;quot;,							// G&lt;br /&gt;
 				&amp;quot;1.0&amp;quot;,							// B&lt;br /&gt;
 				&amp;quot;0.008&amp;quot;,						// Distortion Strength&lt;br /&gt;
 				&amp;quot;6&amp;quot;							// Reflection Power&lt;br /&gt;
 				&amp;quot;1.4&amp;quot;							// Glare&lt;br /&gt;
 				&amp;quot;0.08&amp;quot;							// Bump Scale&lt;br /&gt;
 		&amp;gt;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
* '''template''' should be any sensible unique name which you can reference later in your material.&lt;br /&gt;
* Everything else in this template can be left as shown here apart from these exceptions:&lt;br /&gt;
** '''textures/water/''mapname_''''' denotes the path to your water textures.&lt;br /&gt;
*** For example, using '''textures/water/test_''' here would make the material look for numbered files called ''textures/water/test_00.tga'' to ''textures/water/test_09.tga'' if using a 10-frame interpolation template (as described below).&lt;br /&gt;
** '''env/''mapname''/water''' should point to an existing [[Environment Maps|environment cubemap]] that approximates the surroundings you want the water to reflect.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Now you have created your frame template you can use it in a material.&lt;br /&gt;
Here is an example of the material that uses the above template:&lt;br /&gt;
&lt;br /&gt;
 material water/'''''mapname'''''_water {&lt;br /&gt;
 	qer_editorimage textures/common/water&lt;br /&gt;
 	nonsolid&lt;br /&gt;
 	sort refraction&lt;br /&gt;
 	translucent&lt;br /&gt;
 	forceAtmosphere&lt;br /&gt;
 	backSide water/underwater&lt;br /&gt;
 	&lt;br /&gt;
 	useTemplate animations/frames10_interpolate &amp;lt; &amp;quot;'''''mapname'''''_water_frametemplate&amp;quot;, '''''[timescale]''''' &amp;gt;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
* '''material''' should be the name of the material you want to use in [[editWorld]].&lt;br /&gt;
** '''qer_editorimage''' is the display image used in editWorld's cam view.&lt;br /&gt;
** '''nonsolid''' should always be used on water materials.&lt;br /&gt;
** '''sort refraction''' denotes the sort order of the material.&lt;br /&gt;
** '''translucent''' sets the material to be translucent.&lt;br /&gt;
** '''forceAtmosphere''' does something to do with the atmosphere.&lt;br /&gt;
** '''backSide water/underwater''' sets the material to be used when under the water.&lt;br /&gt;
** '''useTemplate animations/frames10_interpolate''' sets the animation template to be used. This takes the following parameters:&lt;br /&gt;
*** '''&amp;quot;''mapname''_water_frametemplate&amp;quot;''' references the template shown earlier in this section.&lt;br /&gt;
*** '''''[timescale]''''' is the speed at which the frames are interpolated. The higher the number, the faster the animation will play (1 is very slow, 2.5 is fairly slow, 10 is fast, etc).&lt;br /&gt;
*** The templates for number of frames are defined in ''/base/templates/water.template''. By default there are templates for 10- and 16-frame interpolation, although if you're feeling adventurous you could add a new template for interpolation of different numbers of frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scrolling Water Materials ==&lt;br /&gt;
[[Image:water_drips.jpg|center|frame|Water drips simulated by a scrolling material in the Sewer interior]]&lt;br /&gt;
You can also set up water materials with only 1 frame, but scrolling to make them look like flowing water.&lt;br /&gt;
For this you will need a set of tiling textures like the ones shown on the &lt;br /&gt;
Here is an example material:&lt;br /&gt;
&lt;br /&gt;
 material textures/water/scrolling_water_01 {&lt;br /&gt;
 	qer_editorimage textures/water/water_01_local&lt;br /&gt;
 	sort refraction&lt;br /&gt;
 	translucent&lt;br /&gt;
 	forceAtmosphere&lt;br /&gt;
 	nonsolid&lt;br /&gt;
 	twoSided&lt;br /&gt;
 	{&lt;br /&gt;
 		blend blend&lt;br /&gt;
 		program water/shoreline_froth&lt;br /&gt;
 		diffuseMap textures/water/water_01_d.tga&lt;br /&gt;
 		bumpMap textures/water/water_01_local.tga	&lt;br /&gt;
 		map textures/water/water_01_s.tga	&lt;br /&gt;
 		&lt;br /&gt;
 		translate 0, time * (-0.5)&lt;br /&gt;
 		&lt;br /&gt;
 		vertexColor&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
* '''material''' should be the name of the material you want to use in [[editWorld]].&lt;br /&gt;
** '''qer_editorimage''' is the display image used in editWorld's cam view.&lt;br /&gt;
** '''sort refraction''' denotes the sort order of the material.&lt;br /&gt;
** '''translucent''' sets the material to be translucent.&lt;br /&gt;
** '''forceAtmosphere''' does something to do with the atmosphere.&lt;br /&gt;
** '''nonsolid''' should always be used on water materials (unless you want the player to collide with the water, but that is not very realistic).&lt;br /&gt;
** '''twoSided''' should be used if you want the water plane to be viewable from both sides (eg. on a waterfall, or water dripping from a ceiling).&lt;br /&gt;
* The next stage, '''blend blend''' denotes that the material should have its transparency determined by the alpha channel of the diffuse map.&lt;br /&gt;
** '''program water/shoreline_froth''' sets the renderprogram to be used, and requires the following parameters:&lt;br /&gt;
*** '''diffuseMap''' should point to a 32-bit TGA diffuse map with an alpha channel denoting the transparency of the surface.&lt;br /&gt;
*** '''bumpMap''' should point to a 24-bit TGA normal-map matching up to the diffuse map.&lt;br /&gt;
*** '''map''' should point to a 24-bit TGA reflection map, where darker colours will lead to more cubemap reflection.&lt;br /&gt;
*** '''translate x, y''' needs two values to tell the water surface how to scroll. In this case it is moving only on the Y axis, to make it move faster you would multiply ''time'' by a larger value.&lt;br /&gt;
*** '''vertexColor''' is needed to make sure the water model can have vertex-alpha to fade out sharp edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Underwater Surface Materials ==&lt;br /&gt;
Here is an example material of an underwater surface material.&lt;br /&gt;
&lt;br /&gt;
 material water/'''''mapname'''''_water_underside {&lt;br /&gt;
 	qer_editorimage textures/common/water&lt;br /&gt;
 	nonsolid&lt;br /&gt;
 	sort nearest&lt;br /&gt;
 	polygonOffset&lt;br /&gt;
 	{&lt;br /&gt;
 		blend blend&lt;br /&gt;
 		parameters2 0.32, 0.25, 0.149, 0.015&lt;br /&gt;
 		program sfx/foggyWaterSurface&lt;br /&gt;
 	}&lt;br /&gt;
 	translucent&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This is used on underwater surface models (which can be created by taking the water model and inverting the normals, see below). Basically it makes the underwater fogging look correct when seen from below the surface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Water Models =&lt;br /&gt;
[[Image:water_flow.jpg|center|frame|Flowing water in the Sewer spillway, made by applying a scrolling material to a custom water model.]]&lt;br /&gt;
Any kind of model can potentially be a water model, since it's just a matter of applying a water material to the mesh.&lt;br /&gt;
* For most cases your water model should be a flat plane (for oceans, puddles etc).&lt;br /&gt;
* Flat vertical planes can be used for dripping water.&lt;br /&gt;
* You can use more intricate shapes for creating water flowing over and around obstacles.&lt;br /&gt;
** For more realistic effects with scrolling water shaders, you could try squashing/stretching UV sections to make it appear that the water is flowing faster or slower in particular areas.&lt;br /&gt;
&lt;br /&gt;
== Vertex Alpha ==&lt;br /&gt;
Vertex Alpha can be used to fade out the edges of your water models to create a more natural visual effect, by eliminating sharp edges where the water mesh meets any terrain or brushwork.&lt;br /&gt;
&lt;br /&gt;
=== Vertex Alpha in LightWave ===&lt;br /&gt;
It is fairly easy to apply vertex alpha to fade out water edges in LightWave.&lt;br /&gt;
* Load your water model in LightWave Modeler.&lt;br /&gt;
* Select all of the model's vertices (just Invert Selection in Points mode if you have nothing selected).&lt;br /&gt;
* Go to the ''Map'' tab, look for the ''Point Color'' button on the left.&lt;br /&gt;
* In the window which pops up, give your vertex map a name (eg. &amp;quot;Vertex Color&amp;quot;).&lt;br /&gt;
** Make sure ''Use Alpha'' is checked on.&lt;br /&gt;
** Set the ''Alpha'' value to 1.0, then hit OK &lt;br /&gt;
* Now select any vertices which you want to fade out (usually all the vertices along the outside edges).&lt;br /&gt;
* Open the ''Info'' panel (the button at the bottom of the window, or default hotkey is '''i''').&lt;br /&gt;
* Select ''Vertex Color'' in the ''Edit Value'' field at the bottom of the Point Info window that pops up.&lt;br /&gt;
* Click the ''Edit All'' button on the right of the Point Info window to edit all the selected vertices at once.&lt;br /&gt;
* Change the ''Alpha'' value at the bottom of the Point Info window to 0.0 % (hit Enter to make sure it keeps the change).&lt;br /&gt;
&lt;br /&gt;
== Underwater Surface Models ==&lt;br /&gt;
These can be created easily by selecting all the triangles of your water mesh, duplicating them, and flipping the normals. Then simply apply an &amp;quot;underside&amp;quot; material (as described above).&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;br /&gt;
[[Category:Level Design]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>192.168.0.129</name></author>
		
	</entry>
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