Key reference¶
Every key Water.ini accepts, with its format, default and useful values. Colours are written
R:0-255 G:0-255 B:0-255, with A:0-255 added for RGBA. Booleans are Yes or No. Textures are
file names in Art\Textures.
The game enforces only the limits marked (hard), clamping values past them. The other ranges are where the water still looks right; values outside them load, but the look breaks down.
WaterTransparency¶
One block. map.ini can override any of these keys for its map.
Main keys¶
| Key | Format | Default | Range | Values |
|---|---|---|---|---|
StandingWaterColor |
RGB | R:255 G:255 B:255 |
0 - 255 each (hard) |
White tints lakes and rivers by the map's light times the WaterSet DiffuseColor. Black draws them unlit. Any other colour is used as the tint. |
ShaderWaterOpacity |
number | 0.95 |
0 - 1 |
Opacity of deep water. 0 uses TransparentWaterMinOpacity. Above 1 over-brightens. |
ShaderWaterClarity |
number | 1.0 |
0.1 - 10 |
Scales TransparentWaterDepth for how deep the seabed shows. |
ShaderWaterDeepColor |
RGB | unset | 0 - 255 each (hard) |
Colour of deep water. Unset takes the average colour of StandingWaterTexture. Shader model 3 only. |
ShaderWaterWaveScale |
number | 160 |
1 (hard) - 2000 |
World units one ripple pattern covers. Below 50 the ripples shimmer, above 2000 they are too broad to see. |
ShaderWaterWaveStrength |
number | 0.2 |
0 - 2 |
Ripple steepness. 0 is flat. Above 2 the surface turns to glitter. |
ShaderWaterSpecular |
number | 1.0 |
0 - 5 |
0 turns the sun glint off. Above 5 the glint washes out to white. |
ShaderWaterSparkle |
number | 2.0 |
0 (hard) - 10 |
Brightness of the small sun sparkles. 0 turns them off. Shader model 3 only. |
ShaderWaterReflection |
number | 3.0 |
0 - 10 |
0 turns the sky reflection off. Reflection is capped at 80% (hard), so higher values only spread that cap to steeper views. |
ShaderWaterSwellHeight |
number | 3.0 |
0 - 10 |
Height of the vertex waves in world units. 0 turns them off. Waves shrink in water shallower than twice this. Above 10 they cut into hulls. |
ShaderWaterFoamStrength |
number | 0.5 |
0 (hard) - 2 |
Brightness of the foam. 0 turns it off. |
ShaderWaterAutoMeasure |
Yes/No | Yes |
- | Calms water by its distance from shore. No gives all water the open look. Shader model 3 only. |
ShaderWaterEnclosedCalm |
number | 1.0 |
0 - 1 (hard) |
How much calmer enclosed water is. 0 gives it the open look. |
ShaderWaterZoomCompensation |
Yes/No | Yes |
- | Keeps the ripples and sun specks as they look up close at any zoom and camera pitch. Shader model 3 only. |
Advanced keys¶
| Key | Format | Default | Range | Values |
|---|---|---|---|---|
TransparentWaterDepth |
number | 3.0 |
0 - 50 |
Depth over which the seabed fades out and the surface fades in from the shore. 0 gives a hard shore edge. |
TransparentWaterMinOpacity |
number | 1.0 |
0 - 1 |
Opacity of deep water for the old water, and for shader water when ShaderWaterOpacity is 0. Above 1 over-brightens. |
StandingWaterTexture |
texture | TWWater01.tga |
- | Surface texture of lakes, seas and rivers. Its _nrm.dds and _hgt.dds follow its name. |
AdditiveBlending |
Yes/No | No |
- | Yes adds the water onto the scene and keeps the old water, with no shader water. |
IsWater |
Yes/No | Yes |
- | No draws the map's water as the old water, with no shader water, for lava and other liquids that should not reflect, refract or foam. |
RadarWaterColor |
RGB | R:140 G:140 B:255 |
0 - 255 each (hard) |
Colour of water on the radar. |
SkyboxTextureN |
texture | TSMorningN.tga |
- | North face of the skybox, which shader water reflects. Also SkyboxTextureE, S, W and T (top), defaulting to TSMorningE.tga and so on. |
ShaderWaterTexturePattern |
number | 0 |
0 - 1 (hard) |
How much of the water texture's pattern shows over the water colour. 0 is the plain colour, 1 the full pattern. Shader model 3 only. |
ShaderWaterFoamDepth |
number | 6 |
0 - 30 |
Depth where shore foam fades out. 0 turns foam off, crest foam included. |
ShaderWaterShoreFoamDepth |
number | 2.0 |
0.1 (hard) - 10 |
Depth the shoreline foam band reaches at the top of its surge. Shader model 3 only. |
ShaderWaterShoreFoamSurge |
number | 0.4 |
0 - 0.9 (hard) |
Share of the shoreline foam band the surge pulls back. 0 holds it still. |
ShaderWaterSpecularSpread |
number | 1.0 |
0.1 (hard) - 16 |
Widens the sun glint so it shows at more view angles. Below 1 it narrows. Above 16 the glint turns into a haze over the whole surface. |
ShaderWaterVirtualSun |
Yes/No | No |
- | Yes glints off a sun ahead of the camera at the map sun's height, so the glint shows from every view. |
ShaderWaterRefraction |
number | 0.015 |
0 - 0.1 |
Fraction of the screen the waves bend the seabed by. 0 turns it off. Above 0.05 smears. |
ShaderWaterWaveShading |
number | 1.0 |
0 (hard) - 3 |
How much the waves light and shade the water's colour. 0 leaves it flat. Shader model 3 only. |
ShaderWaterOpenReach |
number | 400 |
1 (hard) - 2550 |
World units from shore at which water counts as open. Distances past 2550 count as 2550. |
ShaderWaterStochasticSize |
number | 420 |
0, or 30 - 1000 |
World units between the cells that shift the patterns to hide their tiling. 0 turns it off. Below 30 the patterns blur, above 1000 the pattern shows within a cell. |
ShaderWaterStochasticSeabed |
Yes/No | Yes |
- | Yes also hex-tiles the terrain under standing water. Needs pixel shader 2.0a. |
ShaderWaterSwellScale |
number | 700 |
1 (hard) - 3000 |
World units one swell pattern covers. Below 200 the swell looks choppy, above 3000 it is too broad to see. |
ShaderWaterSwellSpeed |
number | 30 |
-200 - 200 |
World units a second the swell drifts. 0 holds it still. Negative reverses it. |
ShaderWaterPlanarStrength |
number | 0.3 |
0 - 1 |
Reflection the mirrored scene adds on top of the sky's. The 80% cap applies to the sum. |
ShaderWaterPlanarDistortion |
number | 0.02 |
0 - 0.1 |
Fraction of the screen the waves bend the mirrored scene by. 0 keeps it sharp. |
ShaderWaterClearReflections |
Yes/No | Yes |
- | Shadows leave the reflections as bright as around them. Shader model 3 only. |
ShaderWaterSoftShadows |
Yes/No | Yes |
- | Shadows in the water blur with depth and sway with the ripples. Shader model 3 only. |
WaterAnimationFps |
whole number | 30 |
0, or 30 - 60 (hard) |
Moves the water as if the game ran at that rate. 0 moves it every frame. Values from 1 to 29 count as 30, and above 60 as 60. |
WaterSet¶
One block per time of day: WaterSet MORNING, AFTERNOON, EVENING and NIGHT. Only
DiffuseColor touches the lakes, seas and rivers above. The rest drive the old mirrored water
types and the animated water grid, which shader water does not use.
| Key | Format | Default | Range | Values |
|---|---|---|---|---|
DiffuseColor |
RGBA | R:0 G:0 B:0 A:0 |
0 - 255 each (hard) |
Tint of lakes and rivers when StandingWaterColor is white. Alpha is the old water's opacity. |
TransparentDiffuseColor |
RGBA | R:0 G:0 B:0 A:0 |
0 - 255 each (hard) |
Colour and alpha of the old pixel shader sea. |
SkyTexture |
texture | none | - | Sky plane the old mirrored water reflects. |
SkyTexelsPerUnit |
number | 0 |
0.1 - 10 |
Sky texture texels per world unit. Higher repeats the texture more. |
UScrollPerMS |
number | 0 |
-0.1 - 0.1 |
Sky plane drift along one axis, in world units a millisecond. |
VScrollPerMS |
number | 0 |
-0.1 - 0.1 |
Sky plane drift along the other axis, in world units a millisecond. |
Vertex00Color |
RGBA | R:0 G:0 B:0 A:0 |
0 - 255 each (hard) |
Colour at one corner of the sky plane. Also Vertex01Color, Vertex10Color and Vertex11Color for the other three. |
WaterTexture |
texture | none | - | Texture of the animated water grid. |
WaterRepeatCount |
whole number | 0 |
1 - 100 |
Times WaterTexture repeats across the water grid. |