Water
{
// Normals / often changed stuff
	$forceexpensive 1 //Force to actually reflect.
	$normalmap "water/normals/water_new_height"
	$flowmap "water\flowmaps\d1_canals_06\a1"
// Flow settings
$flow_normaluvscale 384
$envmap env_cubemap
//$flow_worlduvscale 0.5 // 0.5 default ?
$flow_timeintervalinseconds 2.5	//Time it takes to change peak in water
$flow_uvscrolldistance 0.15		// How big of an affect the flowmap has
$flow_bumpstrength 0.85		// how bumpy the water is
$flow_timescale 1.50		// how fast water flows
$flow_noise_texture "water/noise/noise2" // Noise to break up repitition
$flow_noise_scale 0.00005 // how big is the noise
// For possible aligning.
	$flow_debug 0
// The overlaying texture.
	//$basetexture "water/albedos/transparentwater"
// Not on VDC, don't know what these do.
//$color_flow_uvscale 32
//$color_flow_timeintervalinseconds 1.75
//$color_flow_uvscrolldistance 0.75
//$color_flow_lerpexp 1
//$color_flow_displacebynormalstrength 2
//

//$reflect2dskybox 1 // should make it reflect skybox
//$reflectskyboxonly 0
$reflectentities 1

//Reflection and reFaction
"$refracttexture" "_rt_WaterRefraction"
"$reflecttexture" "_rt_WaterReflection"
"$refractamount" "0.95"		// How much the water blurs (higher = harder to see under) 
"$reflectamount" "0.25" 		// How much the normal affects reflection(higher = bumpier looking reflections)
"$refracttint" "[0.5 0.5 0.5]"		// Keep this at 255
$reflecttint "[ 1 1 1 ]"
$forcefresnel 0.2			// how "mirror-like" the water is not how bumpy,how much can be SEEN.
//"$phongfresnelranges"		"[0 0.75 1.33]"
//"$fresnelpower"			"2"
//
$abovewater 1
$bottommaterial "water/constant/water_below01"
$fogenable 1
$fogstart 0
$fogend 64
$lightmapwaterfog 1
//
$fogcolor "{20 36 20}"
$flashlighttint 1
"%compilewater" 1
"%tooltexture" "water/normals/wavy_water_nrm"
$surfaceprop "water"
// "$depth_feather"		"128"
//"$basereflectance"		"0.05"
//"$maxreflectance"		"0.75"

}

