################ # Water types. ################ [Ocean] lod_dist_min = 0.0 # LOD minimum distance. lod_dist_interval = 24.0 # LOD distance interval. shimmer = 30 # Amount of glow added to the reflection (0 to 255). refract_glow = 255 # Intensity of any glowing objects in the refraction (0 to 255). random_seed = 165 # Random seed used for wave generation. gravity = 10.0 # Gravity, used for wave animation. wind_speed = 5.0 # Wind-speed, used for wave animation. wind_dir = 20.0 # Wind direction, in degrees. scale_speed = 1.0 # Scale factor for wave animation speed. phil_const = 0.00015 # Affects wave height. Between 0.0001 and 0.0008 are good values. wave_scale = 1.0 # Scales wave size. convergence = 0.01 # Higher values make the water smoother. 0 is minimum. choppiness = 1.1 # Controls sharpness of waves. 0 is smooth. Positive makes wave crests sharper. Can be negative for a weird oily effect. max_height = 0.5 # Maximum wave height, used for culling. Increase this for really big waves to eliminate culling artifacts. shading.color_mul_red = 140 # Color multiplier for red. This color is applied to the refraction surface of the water. shading.color_mul_green = 190 # Color multiplier for green. shading.color_mul_blue = 255 # Color multiplier for blue. shading.light_ambient = 0.1 # Ambient light strength. shading.light_diffuse = 1.0 # Diffuse directional light strength. shading.light_transmissive = 0.0 # Transmissive directional light strength. shading.reflectance_min = 0.0 # The minimum reflectance coefficient. The reflectance coefficient controls the alpha value of the reflection geometry, and it varies with the normal of the surface (fresnel shading). Increasing this value makes the water shinier. shading.reflectance_max = 0.0 # The maximum reflectance coefficient. Reduces the maximum shininess. shading.reflect_intensity = 1.5 # Reflection color intensity multiplier (0 to 2). shading.reflect_magnitude = 1.5 # The magnitude of the reflection distortion. The greater this is, the more the reflection distorts due to surface variations. shading.refract_min = 0.1 # The minimum magnitude of the refraction distortion. Increasing this makes the objects underneath the water more distorted. shading.refract_index = 1.33 # The refraction index. 1.33 is typical for water. [Pond] lod_dist_min = 0.0 # LOD minimum distance. lod_dist_interval = 24.0 # LOD distance interval. shimmer = 30 # Amount of glow added to the reflection (0 to 255). refract_glow = 255 # Intensity of any glowing objects in the refraction (0 to 255). random_seed = 165 # Random seed used for wave generation. gravity = 10.0 # Gravity, used for wave animation. wind_speed = 2.0 # Wind-speed, used for wave animation. wind_dir = 20.0 # Wind direction, in degrees. scale_speed = 1.0 # Scale factor for wave animation speed. phil_const = 0.00015 # Affects wave height. Between 0.0001 and 0.0008 are good values. wave_scale = 1.0 # Scales wave size. convergence = 0.1 # Higher values make the water smoother. 0 is minimum. choppiness = 0.5 # Controls sharpness of waves. 0 is smooth. Positive makes wave crests sharper. Can be negative for a weird oily effect. max_height = 0.5 # Maximum wave height, used for culling. Increase this for really big waves to eliminate culling artifacts. shading.color_mul_red = 140 # Color multiplier for red. This color is applied to the refraction surface of the water. shading.color_mul_green = 190 # Color multiplier for green. shading.color_mul_blue = 255 # Color multiplier for blue. shading.light_ambient = 0.1 # Ambient light strength. shading.light_diffuse = 1.0 # Diffuse directional light strength. shading.light_transmissive = 0.0 # Transmissive directional light strength. shading.reflectance_min = 0.0 # The minimum reflectance coefficient. The reflectance coefficient controls the alpha value of the reflection geometry, and it varies with the normal of the surface (fresnel shading). Increasing this value makes the water shinier. shading.reflectance_max = 0.0 # The maximum reflectance coefficient. Reduces the maximum shininess. shading.reflect_intensity = 1.5 # Reflection color intensity multiplier (0 to 2). shading.reflect_magnitude = 1.5 # The magnitude of the reflection distortion. The greater this is, the more the reflection distorts due to surface variations. shading.refract_min = 0.1 # The minimum magnitude of the refraction distortion. Increasing this makes the objects underneath the water more distorted. shading.refract_index = 1.33 # The refraction index. 1.33 is typical for water. [Ocean_goo_dd] lod_dist_min = 0.0 # LOD minimum distance. lod_dist_interval = 24.0 # LOD distance interval. shimmer = 150 # Amount of glow added to the reflection (0 to 255). refract_glow = 255 # Intensity of any glowing objects in the refraction (0 to 255). random_seed = 165 # Random seed used for wave generation. gravity = 16.0 # Gravity, used for wave animation. wind_speed = 4.0 # Wind-speed, used for wave animation. wind_dir = 20.0 # Wind direction, in degrees. scale_speed = 0.5 # Scale factor for wave animation speed. phil_const = 0.00015 # Affects wave height. Between 0.0001 and 0.0008 are good values. wave_scale = 3.0 # Scales wave size. convergence = 0.01 # Higher values make the water smoother. 0 is minimum. choppiness = -2.0 # Controls sharpness of waves. 0 is smooth. Positive makes wave crests sharper. Can be negative for a weird oily effect. max_height = 0.8 # Maximum wave height, used for culling. Increase this for really big waves to eliminate culling artifacts. shading.color_mul_red = 255 # Color multiplier for red. This color is applied to the refraction surface of the water. shading.color_mul_green = 255 # Color multiplier for green. shading.color_mul_blue = 255 # Color multiplier for blue. shading.light_ambient = 0.6 # Ambient light strength. shading.light_diffuse = 0.3 # Diffuse directional light strength. shading.light_transmissive = 0.0 # Transmissive directional light strength. shading.reflectance_min = 0.3 # The minimum reflectance coefficient. The reflectance coefficient controls the alpha value of the reflection geometry, and it varies with the normal of the surface (fresnel shading). Increasing this value makes the water shinier. shading.reflectance_max = 0.5 # The maximum reflectance coefficient. Reduces the maximum shininess. shading.reflect_intensity = 0.8 # Reflection color intensity multiplier (0 to 2). shading.reflect_magnitude = 5.0 # The magnitude of the reflection distortion. The greater this is, the more the reflection distorts due to surface variations. shading.refract_min = 3.0 # The minimum magnitude of the refraction distortion. Increasing this makes the objects underneath the water more distorted. shading.refract_index = 1.33 # The refraction index. 1.33 is typical for water. [Ocean_goo_mt] lod_dist_min = 0.0 # LOD minimum distance. lod_dist_interval = 24.0 # LOD distance interval. shimmer = 165 # Amount of glow added to the reflection (0 to 255). refract_glow = 255 # Intensity of any glowing objects in the refraction (0 to 255). random_seed = 165 # Random seed used for wave generation. gravity = 9.0 # Gravity, used for wave animation. wind_speed = 4.0 # Wind-speed, used for wave animation. wind_dir = 20.0 # Wind direction, in degrees. scale_speed = 0.5 # Scale factor for wave animation speed. phil_const = 0.00025 # Affects wave height. Between 0.0001 and 0.0008 are good values. wave_scale = 1.5 # Scales wave size. convergence = 0.11 # Higher values make the water smoother. 0 is minimum. choppiness = -3.0 # Controls sharpness of waves. 0 is smooth. Positive makes wave crests sharper. Can be negative for a weird oily effect. max_height = 5.0 # Maximum wave height, used for culling. Increase this for really big waves to eliminate culling artifacts. shading.color_mul_red = 176 # Color multiplier for red. This color is applied to the refraction surface of the water. shading.color_mul_green = 131 # Color multiplier for green. shading.color_mul_blue = 0 # Color multiplier for blue. shading.light_ambient = 0.6 # Ambient light strength. shading.light_diffuse = 1.0 # Diffuse directional light strength. shading.light_transmissive = 0.0 # Transmissive directional light strength. shading.reflectance_min = 0.3 # The minimum reflectance coefficient. The reflectance coefficient controls the alpha value of the reflection geometry, and it varies with the normal of the surface (fresnel shading). Increasing this value makes the water shinier. shading.reflectance_max = 1.0 # The maximum reflectance coefficient. Reduces the maximum shininess. shading.reflect_intensity = 2.0 # Reflection color intensity multiplier (0 to 2). shading.reflect_magnitude = 3.0 # The magnitude of the reflection distortion. The greater this is, the more the reflection distorts due to surface variations. shading.refract_min = 0.5 # The minimum magnitude of the refraction distortion. Increasing this makes the objects underneath the water more distorted. shading.refract_index = 2.33 # The refraction index. 1.33 is typical for water.