; ; descr_water_types.txt ; --------------------- ; ; Defines the water surface and depth effects for the sea and rivers. The records are ; organised by: ; ; water_type - ; climate_type - as listed in descr_landscape_ground_types.txt ; season_type - ; ; The game will request the appropriate record based upon the settings of the current battle. ; A fully described record is shown in "sea default", with each of the record entries commented ; regarding their use and acceptable input bounds. ; ; The records also support inheritance by defining a "parent" record. This is illustrated in ; the "sea test_climate summer" record, which has "sea default" as a parent. Any entries in the ; record not specified in "sea test_climate summer" will take their values from "sea default". ; Subsequently, unnecessary repetition may be avoided by linking to a parent and specifying ; only the relevent changes. This is done in "sea test_climate summer" which substitutes the ; textures for surface layers 0 and 1. ; ;************************************************************************************************** ;* DEFAULT * ;************************************************************************************************** sea default { surface { layer 0 ; maximum of 4 layers (0 to 3) { type diffuse ; texture data/terrain/battlefield/water/diffuse_01_128.tga opacity 0.7 ; <0.0 to 1.0> scale 100.0 100.0 ; offset 0.0 0.0 ; rotation 0.0 ; scroll_speed 1.5 ; scroll_direction 0.0 ; } layer 1 ; maximum of 4 layers (0 to 3) { type diffuse ; texture data/terrain/battlefield/water/diffuse_01_128.tga opacity 0.4 ; <0.0 to 1.0> scale 25.0 25.0 ; offset 0.0 0.0 ; rotation -10.0 ; scroll_speed 0.97 ; scroll_direction -3.0 ; } layer 2 ; maximum of 4 layers (0 to 3) { type specular ; texture data/terrain/battlefield/water/specular_01.tga opacity 1.0 ; <0.0 to 1.0> min_sharpness 7.0 ; specular sharpness at noon max_sharpness 25.0 ; specular sharpness at dawn/dusk scale 25.0 25.0 ; offset 0.0 0.0 ; rotation 0.0 ; scroll_speed 0.97 ; scroll_direction 0.0 ; } layer 3 ; maximum of 4 layers (0 to 3) { type specular ; texture data/terrain/battlefield/water/specular_02_128.tga opacity 1.0 ; <0.0 to 1.0> min_sharpness 7.0 ; specular sharpness at noon max_sharpness 17.0 ; specular sharpness at dawn/dusk scale 30.0 30.0 ; offset 0.0 0.0 ; rotation 2.0 ; scroll_speed 1.2 ; scroll_direction -90 ; } colour 160 160 190 ; colour_factor 2.0 ; rate to fade to colour with depth min_alpha 0.0 ; alpha at shoreline max_alpha 1.0 ; alpha at max water depth max_depth 10.0 ; maximum visible water depth max_refraction 0.15 ; **** depricated ***** } shore { min_dist 130.0 ; start of shore fade out max_dist 380.0 ; end of shore fade out normal_factor 0.04 ; refraction power ; BREADTH ; ======= ; ; wide medium narrow verry_narrow ; +---------------------------------------------------+ ; long | X X . . | ; LENGTH medium | X X X . | ; ====== short | . X X X | ; very_short | . . X X | ; +---------------------------------------------------- ; ; NOTE: options marked with 'X' are present and valid. ; ************************************** long length ************************************************** segment long, wide ; , { length 80 ; breadth 80 ; max_bend 25 ; max_slope 25 ; shore_ratio 0.20 ; <0.0 to 1.0> wave_ratio 0.5 ; <0.0 to 1.0> texture data/terrain/battlefield/water/waves/waves_256_128.tga ;texture ... ; - additional variant ;texture ... ; - additional variant lapping { num_layers 3 ; cycle_time 30.0 ; max_delay 0.0 ; keyframe 0.0, 0 ; , keyframe 0.5, 200 ; , keyframe 0.75, 255 ; , keyframe 0.9, 255 ; , keyframe 1.3, 0 ; , } } segment long, medium ; , { length 80 ; breadth 40 ; max_bend 25 ; max_slope 30 ; shore_ratio 0.25 ; <0.0 to 1.0> wave_ratio 0.5 ; <0.0 to 1.0> texture data/terrain/battlefield/water/waves/waves_256_128.tga ;texture ... ; - additional variant ;texture ... ; - additional variant lapping { num_layers 3 ; cycle_time 20.0 ; max_delay 0.0 ; keyframe 0.0, 0 ; , keyframe 0.5, 200 ; , keyframe 0.95, 255 ; , keyframe 1.2, 0 ; , } } ; ************************************* medium length ************************************************** segment medium, wide ; , { length 40 ; breadth 80 ; max_bend 35 ; max_slope 25 ; shore_ratio 0.20 ; <0.0 to 1.0> wave_ratio 0.5 ; <0.0 to 1.0> texture data/terrain/battlefield/water/waves/waves_256_128.tga ;texture ... ; - additional variant ;texture ... ; - additional variant lapping { num_layers 3 ; cycle_time 30.0 ; max_delay 0.0 ; keyframe 0.0, 0 ; , keyframe 0.5, 200 ; , keyframe 0.75, 255 ; , keyframe 0.9, 255 ; , keyframe 1.3, 0 ; , } } segment medium, medium ; , { length 40 ; breadth 40 ; max_bend 35 ; max_slope 30 ; shore_ratio 0.25 ; <0.0 to 1.0> wave_ratio 0.5 ; <0.0 to 1.0> texture data/terrain/battlefield/water/waves/waves_256_128.tga ;texture ... ; - additional variant ;texture ... ; - additional variant lapping { num_layers 2 ; cycle_time 20.0 ; max_delay 0.0 ; keyframe 0.0, 0 ; , keyframe 0.5, 200 ; , keyframe 0.95, 255 ; , keyframe 1.2, 0 ; , } } segment medium, narrow ; , { length 40 ; breadth 20 ; max_bend 35 ; max_slope 35 ; shore_ratio 0.15 ; <0.0 to 1.0> wave_ratio 0.5 ; <0.0 to 1.0> texture data/terrain/battlefield/water/waves/waves_128_64.tga ;texture ... ; - additional variant ;texture ... ; - additional variant lapping { num_layers 2 ; cycle_time 10.0 ; max_delay 0.0 ; keyframe 0.0, 0 ; , keyframe 0.5, 200 ; , keyframe 0.9, 255 ; , keyframe 1.2, 0 ; , } } ; ************************************** short length ************************************************** segment short, medium ; , { length 20 ; breadth 40 ; max_bend 45 ; max_slope 30 ; shore_ratio 0.25 ; <0.0 to 1.0> wave_ratio 0.5 ; <0.0 to 1.0> texture data/terrain/battlefield/water/waves/waves_256_128.tga ;texture ... ; - additional variant ;texture ... ; - additional variant lapping { num_layers 2 ; cycle_time 20.0 ; max_delay 0.0 ; keyframe 0.0, 0 ; , keyframe 0.5, 200 ; , keyframe 0.95, 255 ; , keyframe 1.2, 0 ; , } } segment short, narrow ; , { length 20 ; breadth 20 ; max_bend 45 ; max_slope 35 ; shore_ratio 0.15 ; <0.0 to 1.0> wave_ratio 0.5 ; <0.0 to 1.0> texture data/terrain/battlefield/water/waves/waves_128_64.tga ;texture ... ; - additional variant ;texture ... ; - additional variant lapping { num_layers 2 ; cycle_time 10.0 ; max_delay 0.0 ; keyframe 0.0, 0 ; , keyframe 0.5, 200 ; , keyframe 0.9, 255 ; , keyframe 1.2, 0 ; , } } segment short, very_narrow ; , { length 20 ; breadth 10 ; max_bend 45 ; max_slope 40 ; shore_ratio 0.05 ; <0.0 to 1.0> wave_ratio 0.5 ; <0.0 to 1.0> texture data/terrain/battlefield/water/waves/waves_128_64.tga ;texture ... ; - additional variant ;texture ... ; - additional variant lapping { num_layers 2 ; cycle_time 7.0 ; max_delay 0.0 ; keyframe 0.0, 0 ; , keyframe 0.5, 200 ; , > keyframe 0.8, 255 ; , keyframe 1.0, 0 ; , } } ; ************************************** very_short length ********************************************* segment very_short, narrow ; , { length 10 ; breadth 20 ; max_bend 135 ; max_slope 35 ; shore_ratio 0.15 ; <0.0 to 1.0> wave_ratio 0.5 ; <0.0 to 1.0> texture data/terrain/battlefield/water/waves/waves_128_64.tga ;texture ... ; - additional variant ;texture ... ; - additional variant lapping { num_layers 2 ; cycle_time 10.0 ; max_delay 0.0 ; keyframe 0.0, 0 ; , keyframe 0.5, 200 ; , keyframe 0.9, 255 ; , keyframe 1.2, 0 ; , } } segment very_short, very_narrow ; , { length 10 ; breadth 10 ; max_bend 170 ; max_slope 40 ; shore_ratio 0.05 ; <0.0 to 1.0> wave_ratio 0.5 ; <0.0 to 1.0> texture data/terrain/battlefield/water/waves/waves_128_64.tga ;texture ... ; - additional variant ;texture ... ; - additional variant lapping { num_layers 2 ; cycle_time 7.0 ; max_delay 0.0 ; keyframe 0.0, 0 ; , keyframe 0.5, 200 ; , keyframe 0.8, 255 ; , keyframe 1.0, 0 ; , } } } } ;-------------------------------------------------------------------------------------------------- river default { surface { layer 0 { type diffuse texture data/terrain/battlefield/water/river/river02.tga opacity 0.7 scale 2.0 2.0 offset 0.0 0.0 rotation 0.0 scroll_speed 0.25 scroll_direction 180.0 } layer 1 { type diffuse texture data/terrain/battlefield/water/river/river02.tga opacity 0.4 scale 0.5 0.5 offset 0.0 0.0 rotation -10.0 scroll_speed 0.194 scroll_direction 177.0 } layer 2 { type specular texture data/terrain/battlefield/water/specular_01.tga opacity 1.0 min_sharpness 7.0 max_sharpness 25.0 scale 0.5 0.5 offset 0.0 0.0 rotation 0.0 scroll_speed 0.194 scroll_direction 180.0 } layer 3 { type specular texture data/terrain/battlefield/water/specular_02_128.tga opacity 1.0 min_sharpness 7.0 max_sharpness 17.0 scale 0.6 0.6 offset 0.0 0.0 rotation 2.0 scroll_speed 0.21 scroll_direction -174.0 } colour 64 69 82 colour_factor 1.0 min_alpha 0.0 max_alpha 1.0 max_depth 4.0 max_refraction 0.15 } shore { min_dist 50.0 max_dist 250.0 normal_factor 0.1 } } ;************************************************************************************************** ;* TEST_CLIMATE * ;************************************************************************************************** sea test_climate summer { parent sea default surface { layer 0 { texture data/terrain/battlefield/water/river/river02.tga } layer 1 { texture data/terrain/battlefield/water/river/river02.tga } } } sea test_climate winter { parent sea default } river test_climate summer { parent river default } river test_climate winter { parent river default } ;************************************************************************************************** ;* SANDY_DESERT * ;************************************************************************************************** sea sandy_desert summer { parent sea default } sea sandy_desert winter { parent sea default } river sandy_desert summer { parent river default } river sandy_desert winter { parent river default } ;************************************************************************************************** ;* ROCKY_DESERT * ;************************************************************************************************** sea rocky_desert summer { parent sea default } sea rocky_desert winter { parent sea default } river rocky_desert summer { parent river default } river rocky_desert winter { parent river default } ;************************************************************************************************** ;* MEDITERRANEAN * ;************************************************************************************************** ;sea mediterranean summer ;{ ; parent sea default ;} ;sea mediterranean winter ;{ ; parent sea default ;} ;river mediterranean summer ;{ ; parent river default ;} ;river mediterranean winter ;{ ; parent river default ;} ;************************************************************************************************** ;* TEMPERATE_GRASSLAND_FERTILE * ;************************************************************************************************** sea temperate_grassland_fertile summer { parent sea default } sea temperate_grassland_fertile winter { parent sea default } river temperate_grassland_fertile summer { parent river default } river temperate_grassland_fertile winter { parent river default } ;************************************************************************************************** ;* TEMPERATE_GRASSLAND_INFERTILE * ;************************************************************************************************** sea temperate_grassland_infertile summer { parent sea default } sea temperate_grassland_infertile winter { parent sea default } river temperate_grassland_infertile summer { parent river default } river temperate_grassland_infertile winter { parent river default } ;************************************************************************************************** ;* TEMPERATE_FOREST_OPEN * ;************************************************************************************************** sea temperate_forest_open summer { parent sea default } sea temperate_forest_open winter { parent sea default } river temperate_forest_open summer { parent river default } river temperate_forest_open winter { parent river default } ;************************************************************************************************** ;* TEMPERATE_FOREST_DEEP * ;************************************************************************************************** sea temperate_forest_deep summer { parent sea default } sea temperate_forest_deep winter { parent sea default } river temperate_forest_deep summer { parent river default } river temperate_forest_deep winter { parent river default } ;************************************************************************************************** ;* SWAMP * ;************************************************************************************************** sea swamp summer { parent sea default } sea swamp winter { parent sea default } river swamp summer { parent river default } river swamp winter { parent river default } ;************************************************************************************************** ;* HIGHLAND * ;************************************************************************************************** sea highland summer { parent sea default } sea highland winter { parent sea default } river highland summer { parent river default } river highland winter { parent river default } ;************************************************************************************************** ;* ALPINE * ;************************************************************************************************** sea alpine summer { parent sea default } sea alpine winter { parent sea default } river alpine summer { parent river default } river alpine winter { parent river default } ;************************************************************************************************** ;* SUB_ARTIC * ;************************************************************************************************** sea sub_arctic summer { parent sea default } sea sub_arctic winter { parent sea default } river sub_arctic summer { parent river default } river sub_arctic winter { parent river default } ;************************************************************************************************** ;* VOLCANIC * ;************************************************************************************************** ;sea volcanic summer ;{ ; parent sea default ;} ;sea volcanic winter ;{ ; parent sea default ;} ;river volcanic summer ;{ ; parent river default ;} ;river volcanic winter ;{ ; parent river default ;} ;************************************************************************************************** ;* SEMI_ARID * ;************************************************************************************************** sea semi_arid summer { parent sea default } sea semi_arid winter { parent sea default } river semi_arid summer { parent river default } river semi_arid winter { parent river default } ;************************************************************************************************** ;* INACCESSABLE * ;************************************************************************************************** sea inaccessable summer { parent sea default } sea inaccessable winter { parent sea default } river inaccessable summer { parent river default } river inaccessable winter { parent river default }