css_content/materials/liquids/militiawater_dx70.vmt

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"LightmappedGeneric"
{
"$basetexture" "dev/water"
"$scale" "[0.5 0.5]"
"$translucent" "1"
"$reflectamount" "1"
"$reflecttint" "{.07 .14 .12}"
"%compilewater" 1
// This is needed for physics, etc.
"$surfaceprop" "water"
// You must have this. . this is a material that is practically identical
// to this one in most cases. It must have $reflecttexture disabled, and
// you can set for params uniquely for underwater.
"$bottommaterial" "liquids/militiawater_dx70_beneath"
// This is needed for the proxy below which animates the normal map, etc.
"$bumpframe" "0"
// Enable water volumetric fog.
"$fogenable" 1
// This is the color of the fog in the water when looking from above.
// You'll have the same thing in the bottom material for when looking from
// below.
"$fogcolor" "{.07 .14 .12}"
// This is the distance in inches from the eye which water fog starts.
// This has to be 0.0 for edge fading to work properly.
"$fogstart" 0.00
// This is the distance in inches from the eye which water fog ends.
"$fogend" 80.00
"$abovewater" 1
"$texoffset" "[0 0]"
// The water generally looks better if we scale it down a bit
"$texscale" "1"
"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$basetexture"
"animatedtextureframenumvar" "$frame"
"animatedtextureframerate" 16.00
}
"TextureScroll"
{
"texturescrollvar" "$texoffset"
"texturescrollrate" .05
"texturescrollangle" 45.00
}
"TextureTransform"
{
"translateVar" "$texoffset"
"scaleVar" "$texscale"
"resultVar" "$basetexturetransform"
}
}
}