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Water


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This depends largely on the shader and the source texture.

textures/bespin/water3
{
	qer_editorimage	textures/bespin/water1
	surfaceparm	nonsolid
	surfaceparm	nonopaque
	surfaceparm	water
	surfaceparm	fog
	surfaceparm	trans
	q3map_material	Water
	q3map_nolightmap
	q3map_onlyvertexlighting
	fogparms	( 0.113725 0.137255 0.380392 ) 1024.0
    {
        map textures/bespin/water1
        blendFunc GL_ONE GL_ZERO
        rgbGen exactVertex
        alphaGen const 1
        tcMod scroll 0.005 0.01
        tcMod turb 1 0.03 0 0.3
    }
    {
        map textures/bespin/water1
        blendFunc GL_ONE GL_SRC_ALPHA
        rgbGen exactVertex
        alphaGen const 0.5
        tcMod scroll -0.005 -0.01
        tcMod turb 0 -0.03 0.5 -0.3
    }
}

This should work for you, put this in a shader file and you will find a new water3 shader under bespin.

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I also suggest on paying attention on the envoirment where you want to add water. In dark areas caves or destroyed bases there will be no reflections. I also recommend to pay attention is water is clean or not. They water in lakes for example are dark and brownish because of mud and dirt.

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