My Alpine Assault map has the water made invisible to achieve this. It's combination of the water settings and a modified WaterShader.rs (everyone seems to forget this file exists.

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Code: Select all
water.specularEnable 0
water.texLayer1 texture/alpha
water.scrollDirection1 0/0
water.specularColor 0/0/0
water.scrollLayer1 0
water.tileLayer1 0
water.lightDirection 0/0/0
water.color 0/0/0
water.deepColor 0/0/0
water.waterAlphaDepth -1
Water.watershallowAlpha -1
I then set up the WaterShader.rs file so it reads as follows:
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subshader "WaterElala" "StandardMesh/Default"
{
lighting false;
lightingSpecular false;
materialDiffuse 1 1 1;
materialAmbient 1 1 1;
texture "texture/alpha";
alphaTestRef 1;
transparent true;
}
(so in effect the water plane no longer uses the water shader, it uses a standardMesh shader like normal meshes and you can assign a texture to it. It will still tile that texture though.

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That's how you get rid of the visual component of water. But as for the zbuffering issues....not much I know of that can fix that. You will need to make sure your mesh is above the water line but just enough not to have visibility issues. I did not have too much of a problem with my river in Alpine Assault in terms of zbuffer issues. I just made sure it was just a tiny bit higher then the water line but not high enough to be noticeable by the average player.