;
;	descr_water_types.txt
;	---------------------
;       
;       Special edition water for Roma Surrectum II, by DVK901, April 26, 2008
;       May only be used with explicit permission.
;
;
;
;	Defines the water surface and depth effects for the sea and rivers. The records are 
;	organised by:
;
;		water_type		- <sea, river>
;		climate_type	- as listed in descr_landscape_ground_types.txt
;		season_type		- <summer, winter>
;
;	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				; <diffuse, specular>
			texture				eb/data/terrain/battlefield/water/river/atlantic.tga
			opacity				1.0					; <0.0 to 1.0>
			scale				40.0	40.0		; <metres>
			offset				0.0		0.0			; <metres>
			rotation			-10.0					; <degrees>  was set to '0'
			scroll_speed			1.5					; <metres / second>
			scroll_direction		-10.0					; <degrees>

		}

		layer 1										; maximum of 4 layers (0 to 3)
		{
                        type				diffuse			; <diffuse, specular>
			texture				eb/data/terrain/battlefield/water/river/atlantic.tga
			opacity				0.6					; <0.0 to 1.0>
			scale				25.0	25.0		; <metres>
			offset				0.0		0.0			; <metres>
			rotation			0.0					; <degrees>
			scroll_speed			0.97				; <metres / second>
			scroll_direction		0.0					; <degrees>
		}


		layer 2										; maximum of 4 layers (0 to 3)
		{
			type				specular				; <diffuse, specular>
			texture				eb/data/terrain/battlefield/water/New_shader.tga   ;;ocean_under2.tga
                        ;texture				eb/data/terrain/battlefield/water/ocean_under.tga           ;;the game will use this second layer
			opacity				1.0					; <0.0 to 1.0>
			min_sharpness			4.0					; specular sharpness at noon
			max_sharpness			11.0				; specular sharpness at dawn/dusk
			scale				10.0	10.0		; <metres>
			offset				0.0	0.0			; <metres>
			rotation			-10.0				; <degrees>
			scroll_speed			0.97				; <metres / second>
			scroll_direction		-30.0				; <degrees>
		}

		layer 3										; maximum of 4 layers (0 to 3)
		{
			type				specular			; <diffuse, specular>
			texture				eb/data/terrain/battlefield/water/New_shader_1.tga  ;;specular_01d.tga
                        ;texture				eb/data/terrain/battlefield/water/oceantest_shader1.tga
			opacity				1.0					; <0.0 to 1.0>
			min_sharpness			4.0					; specular sharpness at noon
			max_sharpness			11.0			; specular sharpness at dawn/dusk, was set to 17
			scale				20.0	20.0		; <metres>
			offset				0.0	0.0			; <metres>
			rotation			2.0					; <degrees>
			scroll_speed			1.2					; <metres / second>
			scroll_direction		-10					; <degrees>
		}

		colour			160 160 190				; <r g b>
		colour_factor		4.0					; rate to fade to colour with depth
		min_alpha		0.4					; alpha at shoreline
		max_alpha		1.0					; alpha at max water depth
		max_depth		10.0					; maximum visible water depth
		max_refraction		0.3     ;;was  0.15					; **** depricated *****
	}

	shore
	{
		min_dist		150.0	;was 130				; start of shore fade out
		max_dist		350.0	;was 380				; end of shore fade out
		normal_factor		0.5   ;;was 0.1					; 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							; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				80					; <metres>
			breadth				80					; <metres>
		
			max_bend			25					; <degrees>
			max_slope			25					; <degrees>
		
			shore_ratio			0.20				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_256_128.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		3					;
				cycle_time		30.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.75,	255			; <progress>, <alpha>
				keyframe		0.9,	255			; <progress>, <alpha>
				keyframe		1.3,	0			; <progress>, <alpha>
			}
		}

		segment long, medium						; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				80					; <metres>
			breadth				40					; <metres>
		
			max_bend			25					; <degrees>
			max_slope			30					; <degrees>
		
			shore_ratio			0.25				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_256_128.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		3					;
				cycle_time		20.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.95,	255			; <progress>, <alpha>
				keyframe		1.2,	0			; <progress>, <alpha>
			}
		}

		; ************************************* medium length **************************************************

		segment medium, wide						; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				40					; <metres>
			breadth				80					; <metres>
		
			max_bend			35					; <degrees>
			max_slope			25					; <degrees>
		
			shore_ratio			0.20				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_256_128.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		3					;
				cycle_time		30.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.75,	255			; <progress>, <alpha>
				keyframe		0.9,	255			; <progress>, <alpha>
				keyframe		1.3,	0			; <progress>, <alpha>
			}
		}

		segment medium, medium						; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				40					; <metres>
			breadth				40					; <metres>
		
			max_bend			35					; <degrees>
			max_slope			30					; <degrees>
		
			shore_ratio			0.25				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_256_128.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		2					;
				cycle_time		20.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.95,	255			; <progress>, <alpha>
				keyframe		1.2,	0			; <progress>, <alpha>
			}
		}

		segment medium, narrow						; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				40					; <metres>
			breadth				20					; <metres>
		
			max_bend			35					; <degrees>
			max_slope			35					; <degrees>
		
			shore_ratio			0.15				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_128_64.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		2					;
				cycle_time		10.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.9,	255			; <progress>, <alpha>
				keyframe		1.2,	0			; <progress>, <alpha>
			}
		}

		; ************************************** short length **************************************************

		segment short, medium						; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				20					; <metres>
			breadth				40					; <metres>
		
			max_bend			45					; <degrees>
			max_slope			30					; <degrees>
		
			shore_ratio			0.25				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_256_128.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		2					;
				cycle_time		20.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.95,	255			; <progress>, <alpha>
				keyframe		1.2,	0			; <progress>, <alpha>
			}
		}

		segment short, narrow						; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				20					; <metres>
			breadth				20					; <metres>
		
			max_bend			45					; <degrees>
			max_slope			35					; <degrees>
		
			shore_ratio			0.15				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_128_64.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		2					;
				cycle_time		10.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.9,	255			; <progress>, <alpha>
				keyframe		1.2,	0			; <progress>, <alpha>
			}
		}

		segment short, very_narrow					; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				20					; <metres>
			breadth				10					; <metres>
		
			max_bend			45					; <degrees>
			max_slope			40					; <degrees>
		
			shore_ratio			0.05				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_128_64.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		2					;
				cycle_time		7.0					; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>>
				keyframe		0.8,	255			; <progress>, <alpha>
				keyframe		1.0,	0			; <progress>, <alpha>
			}
		}

		; ************************************** very_short length *********************************************

		segment very_short, narrow					; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				10					; <metres>
			breadth				20					; <metres>
		
			max_bend			135					; <degrees>
			max_slope			35					; <degrees>
		
			shore_ratio			0.15				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_128_64.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		2					;
				cycle_time		10.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.9,	255			; <progress>, <alpha>
				keyframe		1.2,	0			; <progress>, <alpha>
			}
		}

		segment very_short, very_narrow				; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				10					; <metres>
			breadth				10					; <metres>
		
			max_bend			170					; <degrees>
			max_slope			40					; <degrees>
		
			shore_ratio			0.05				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_128_64.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		2					;
				cycle_time		7.0					; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.8,	255			; <progress>, <alpha>
				keyframe		1.0,	0			; <progress>, <alpha>
			}
		}

	}
}

;--------------------------------------------------------------------------------------------------
;---------------(you can create new rivers, but you cannot create a new sea. You can only use different textures.)
;;test climate
river default
{
	surface
	{
		layer 0
		{
			type			diffuse
			texture			eb/data/terrain/battlefield/water/river/terrainbravilbase03.tga   ;;Medi_river_ground2.tga
			opacity			0.7
			scale			10.0	10.0             ;;;was 25.0
			offset			0.0		0.0
			rotation		0.0
			scroll_speed		0.0
			scroll_direction	0.0
		}

		layer 1
		{
			type			diffuse
			texture			eb/data/terrain/battlefield/water/river/desert_river4.tga
			opacity			0.35
			scale			80.0	80.0             ;;;was 25.0
			offset			0.0	0.0
			rotation		0.0
			scroll_speed		1.10
			scroll_direction	20.0  ;;-15.0
		}
		
		layer 2
		{
			type			diffuse
			texture			eb/data/terrain/battlefield/water/river/medi_river_top_black.tga
			opacity			0.15
			scale			80.0	80.0             ;;;was 25.0
			offset			0.0	0.0
			rotation		0.0
			scroll_speed		0.50
			scroll_direction	-45.0
		}

		layer 3
		{
			type			specular
			texture			eb/data/terrain/battlefield/water/New_shader_5.tga   ;;specular_01med.tga
                        ;texture			eb/data/terrain/battlefield/water/oceantest_shader1.tga
			opacity			1.0
			min_sharpness		4.0
			max_sharpness		11.0
			scale			30.0		30.0   ;;;was7.5
			offset			0.0		0.0
			rotation		-10.0    ;;was 0.0
			scroll_speed		0.96
			scroll_direction	0.0
		}

		layer 4
		{
			type			specular
			texture			eb/data/terrain/battlefield/water/New_shader_4.tga  ;;specular_01med2.tga
                        ;texture			eb/data/terrain/battlefield/water/oceantest_shader1.tga
			opacity			1.0
			min_sharpness		4.0
			max_sharpness		11.0
			scale			20.0	20.0
			offset			0.0	0.0
			rotation		2.0
			scroll_speed		1.35
			scroll_direction	6.0
		}

		colour			0 0 0	;;64 69 82
		colour_factor		0.0
		min_alpha		0.8
		max_alpha		1.0
		max_depth		9.0
		max_refraction		0.2   ;;was 0.4
	}

	shore
	{
		min_dist			50.0
		max_dist			250.0
		normal_factor		0.1	
	}
}

;--------------------------------------------------------------------------------------------------
;;perfect, this is a fast moving Alpine climate river using five textures. It has a stationary greenish\rocky bottom and three specular layers that criss-cross
;;to give the impression of the water bouncing off the banks of the river and creating cross currents.
river alpine
{
	surface
	{
		layer 0
		{
			type				diffuse
			texture				eb/data/terrain/battlefield/water/river/river_rock_small2.tga  ;;stationary river bottom for shallow river.
			opacity			1.0
			scale			20.0		20.0     ;;;was 7.5
			offset			0.0		0.0
			rotation		-10.0
			scroll_speed		0.0
			scroll_direction	0.0

		}

		layer 1
		{
			type				diffuse
			texture				eb/data/terrain/battlefield/water/river/river_alpine.tga
			opacity			0.4                                                            ;;this setting is lowered until water is crystal clear.
			scale			20.0		20.0     ;;;was 7.5                            ;;which allows seeing the bottom. The purpose of this
			offset			0.0		0.0                                            ;;texture is to provide a sort of 'shader' looking away
			rotation		-10.0                                                          ;;from the light.
			scroll_speed		3.75
			scroll_direction	-30.0
		}

		layer 2
		{
			type				specular
			texture				eb/data/terrain/battlefield/water/specular_01b.tga
			opacity			0.7
                        min_sharpness		4.0
			max_sharpness		11.0
			scale			8.0	8.0             ;;;was 25.0
			offset			0.0	0.0
			rotation		2.0
			scroll_speed		3.5
			scroll_direction	-45.0
		}

		layer 3
		{
			type				specular
			texture				eb/data/terrain/battlefield/water/New_shader.tga
                        ;texture				eb/data/terrain/battlefield/water/oceantest_shader1.tga
			opacity			1.0
			min_sharpness		4.0
			max_sharpness		11.0
			scale			10.0	10.0
			offset			0.0	0.0
			rotation		2.0
			scroll_speed		3.8
			scroll_direction	6.0
		}
		
		layer 4                          ;;;I do not know what the limit is, but this is one layer beyond anything RTW Vanilla provided for.
		{
			type				specular
			texture				eb/data/terrain/battlefield/water/New_shader_1.tga
                        texture				eb/data/terrain/battlefield/water/oceantest_shader1.tga
			opacity			1.0
			min_sharpness		4.0
			max_sharpness		11.0
			scale			10.0	10.0
			offset			0.0	0.0
			rotation		2.0
			scroll_speed		3.8
			scroll_direction	30.0
		}

		colour				0 0 0   ;;64 69 82
		colour_factor			0.0
		min_alpha			0.8
		max_alpha			1.0
		max_depth			4.0
		max_refraction			0.4
	}

	shore
	{
		min_dist			50.0
		max_dist			250.0
		normal_factor			0.1	
	}
}

;--------------------------------------------------------------------------------------------------
;;as good as it gets, in this climate there is 'grass' (reeds) in the water as well. It's murky, and has a stationary mud bottom.
river swamp
{
	surface
	{
		layer 0
		{
			type				diffuse
			texture				eb/data/terrain/battlefield/water/river/swamp_bottom.tga  ;;non-moving layer than subs as river bottom.
			opacity			0.8
			scale			5.0		5.0     ;;;was 7.5
			offset			0.0		0.0
			rotation		0.0
			scroll_speed		0.0
			scroll_direction	0.0

		}

		layer 1
		{
			type				diffuse
			texture				eb/data/terrain/battlefield/water/river/desert_river.tga   ;;swamp_top.tga
			opacity			0.5
			scale			10.0		10.0     ;;;was 7.5
			offset			0.0		0.0
			rotation		-10.0
			scroll_speed		0.65
			scroll_direction	-30.0
		}

		layer 2
		{
			type			specular
			texture			eb/data/terrain/battlefield/water/specular_01med.tga
                        ;texture			eb/data/terrain/battlefield/water/oceantest_shader1.tga
			opacity			0.5
			min_sharpness		4.0
			max_sharpness		9.0
			scale			30.0		30.0   ;;;was7.5
			offset			0.0		0.0
			rotation		-10.0    ;;was 0.0
			scroll_speed		0.96
			scroll_direction	0.0
		}

		layer 3
		{
			type			specular
			texture			eb/data/terrain/battlefield/water/specular_01med.tga
                        ;texture			eb/data/terrain/battlefield/water/oceantest_shader1.tga
			opacity			0.4
			min_sharpness		4.0
			max_sharpness		9.0
			scale			30.0	30.0
			offset			0.0	0.0
			rotation		2.0
			scroll_speed		1.35
			scroll_direction	6.0
		}

		colour				0 0 0   ;;64 69 82
		colour_factor			0.0
		min_alpha			0.8
		max_alpha			1.0
		max_depth			4.0
		max_refraction			0.1
	}

	shore
	{
		min_dist			50.0
		max_dist			250.0
		normal_factor			0.1	
	}
}

;--------------------------------------------------------------------------------------------------
;;This forest river is crystal clear water that looks beautiful with a rocky\vegetation bottom.
river fertile
{
	surface
	{
		layer 0
		{
			type				diffuse
			texture				eb/data/terrain/battlefield/water/river/desert_river_ground3.tga
			opacity				0.9
			scale				10.0		10.0     ;;;was 7.5
			offset				0.0		0.0
			rotation			-10.0
			scroll_speed		0.0
			scroll_direction	0.0

		}

		layer 1
		{
			type				diffuse
			texture				eb/data/terrain/battlefield/water/river/desert_river.tga
			opacity				0.6
			scale				50.0	50.0             ;;;was 25.0
			offset				0.0		0.0
			rotation			0.0
			scroll_speed		0.65
			scroll_direction	-45.0
		}

		layer 2
		{
			type			specular
			texture			eb/data/terrain/battlefield/water/specular_01med.tga
                        ;texture			eb/data/terrain/battlefield/water/oceantest_shader1.tga
			opacity			1.0
			min_sharpness		4.0
			max_sharpness		11.0
			scale			30.0		30.0   ;;;was7.5
			offset			0.0		0.0
			rotation		-10.0    ;;was 0.0
			scroll_speed		0.96
			scroll_direction	0.0
		}

		layer 3
		{
			type			specular
			texture			eb/data/terrain/battlefield/water/specular_01med2.tga
                        ;texture			eb/data/terrain/battlefield/water/oceantest_shader1.tga
			opacity			1.0
			min_sharpness		4.0
			max_sharpness		11.0
			scale			30.0	30.0
			offset			0.0	0.0
			rotation		2.0
			scroll_speed		1.35
			scroll_direction	6.0
		}

		colour				0 0 0  ;;64 69 82
		colour_factor			0.0    ;;was 1.0
		min_alpha			0.8
		max_alpha			1.0
		max_depth			10.0
		max_refraction			0.2  ;;was 0.15
	}

	shore
	{
		min_dist			50.0
		max_dist			250.0
		normal_factor		0.1	
	}
}

;--------------------------------------------------------------------------------------------------
;;This river has a rock bottom
river forest
{
	surface
	{
		layer 0
		{
			type			diffuse
			texture			eb/data/terrain/battlefield/water/river/fertile_river_ground.tga
			opacity			0.9
			scale			10.0	10.0             ;;;was 25.0
			offset			0.0		0.0
			rotation		0.0
			scroll_speed		0.0
			scroll_direction	0.0
		}

                layer 1
		{
			type			diffuse
			texture			eb/data/terrain/battlefield/water/river/desert_river.tga
			opacity			0.6
			scale			50.0	50.0             ;;;was 25.0
			offset			0.0		0.0
			rotation		2.0
			scroll_speed		1.50
			scroll_direction	-35.0
		}
		
		layer 2
		{
			type			diffuse
			texture			eb/data/terrain/battlefield/water/river/river_alpine.tga
			opacity			0.2                                                            ;;this setting is lowered until water is crystal clear.
			scale			20.0		20.0                                           ;;which allows seeing the bottom. The purpose of this
			offset			0.0		0.0                                            ;;texture is to provide a sort of 'shader' looking away
			rotation		-10.0                                                          ;;from the light
			scroll_speed		2.00
			scroll_direction	-30.0
		}

		layer 3
		{
			type			specular
			texture			eb/data/terrain/battlefield/water/New_shader.tga
                        ;texture			eb/data/terrain/battlefield/water/oceantest_shader1.tga
			opacity			1.0
			min_sharpness		4.0
			max_sharpness		11.0
			scale			7.5		7.5
			offset			0.0		0.0
			rotation		0.0
			scroll_speed		2.50
			scroll_direction	0.30
		}

		layer 4
		{
			type			specular
			texture			eb/data/terrain/battlefield/water/New_shader_1.tga
                        ;texture			eb/data/terrain/battlefield/water/oceantest_shader1.tga
			opacity			1.0
			min_sharpness		7.0
			max_sharpness		17.0
			scale			10.0	10.0
			offset			0.0		0.0
			rotation		2.0
			scroll_speed		1.65
			scroll_direction	6.0
		}

		colour				0 0 0   ;;64 69 82
		colour_factor			0.0
		min_alpha			0.8
		max_alpha			1.0
		max_depth			3.0
		max_refraction			0.4
	}

	shore
	{
		min_dist			50.0
		max_dist			250.0
		normal_factor			0.1	
	}
}

;--------------------------------------------------------------------------------------------------

river desert      ;;perfect
{
	surface
	{
		layer 0
		{
			type				diffuse
			texture				eb/data/terrain/battlefield/water/river/silotown_dirt01.tga  ;;stationary river bottom for shallow river.
			opacity			1.0
			scale			40.0		40.0     ;;;was 7.5
			offset			0.0		0.0
			rotation		-10.0
			scroll_speed		0.0
			scroll_direction	0.0
		}

                layer 1
		{
			type			diffuse
			texture			eb/data/terrain/battlefield/water/river/desert_river.tga
			opacity			0.7
			scale			200.0	200.0             ;;;was 25.0
			offset			0.0		0.0
			rotation		2.0
			scroll_speed		1.00
			scroll_direction	-35.0
		}

		layer 2
		{
			type			specular
			texture			eb/data/terrain/battlefield/water/specular_01med.tga
                        ;texture			eb/data/terrain/battlefield/water/specular_01e.tga
			opacity			1.0
			min_sharpness		4.0
			max_sharpness		8.0
			scale			80.0		80.0
			offset			0.0		0.0
			rotation		0.0
			scroll_speed		1.50
			scroll_direction	0.30
		}

		layer 3
		{
			type			specular
			texture			eb/data/terrain/battlefield/water/oceantest_shader1.tga
                        ;texture			eb/data/terrain/battlefield/water/specular_01e.tga
			opacity			1.0
			min_sharpness		4.0
			max_sharpness		8.0
			scale			80.0	80.0
			offset			0.0		0.0
			rotation		2.0
			scroll_speed		1.20
			scroll_direction	6.0
		}

		colour				0 0 0 ;;44 40 30
		colour_factor			0.0
		min_alpha			0.8
		max_alpha			1.0
		max_depth			3.0
		max_refraction			0.1
	}

	shore
	{
		min_dist			50.0
		max_dist			450.0
		normal_factor			0.1	
	}
}

;--------------------------------------------------------------------------------------------------

river infertile
{
	surface
	{
		layer 0
		{
			type			diffuse
			texture			eb/data/terrain/battlefield/water/river/rock.tga
			opacity			0.6
			scale			20.0	20.0             ;;;was 25.0
			offset			0.0		0.0
			rotation		0.0
			scroll_speed		0.0
			scroll_direction	0.0
		}

                layer 1
		{
			type			diffuse
			texture			eb/data/terrain/battlefield/water/river/infertile_river_top.tga
			opacity			0.5
			scale			180.0	180.0             ;;;was 25.0
			offset			0.0		0.0
			rotation		2.0
			scroll_speed		1.30
			scroll_direction	-35.0
		}

		layer 2
		{
			type			specular
			texture			eb/data/terrain/battlefield/water/New_shader.tga
                        ;texture			eb/data/terrain/battlefield/water/specular_01e.tga
			opacity			1.0
			min_sharpness		6.0
			max_sharpness		15.0
			scale			25.0		25.0
			offset			0.0		0.0
			rotation		0.0
			scroll_speed		1.40
			scroll_direction	-30.0
		}

		layer 3
		{
			type			specular
			texture			eb/data/terrain/battlefield/water/New_shader_1.tga
                        ;texture			eb/data/terrain/battlefield/water/specular_01e.tga
			opacity			1.0
			min_sharpness		7.0
			max_sharpness		17.0
			scale			10.0	10.0
			offset			0.0		0.0
			rotation		2.0
			scroll_speed		1.50
			scroll_direction	6.0
		}

		colour				44 40 30
		colour_factor			0.0
		min_alpha			0.8
		max_alpha			1.0
		max_depth			4.0
		max_refraction			0.4
	}

	shore
	{
		min_dist			50.0
		max_dist			250.0
		normal_factor			0.1	
	}
}

;--------------------------------------------------------------------------------------------------

river winter_north          ;;this is a frozen ice\snow-covered river for a colder climate
{
	surface
	{
		layer 0
		{
			type			diffuse
			texture			eb/data/terrain/battlefield/water/river/river02.tga  ;;river_forest.tga
			opacity			0.7
			scale			7.5	7.5
			offset			0.0	0.0
			rotation		-10.0
			scroll_speed		0.05
			scroll_direction	-30.0

		}

		layer 1
		{
			type			diffuse
			texture			eb/data/terrain/battlefield/water/river/ice_winter_north.tga
			opacity			1.0
			scale			50.0	50.0
			offset			0.0	0.0
			rotation		0.0
			scroll_speed		0.0
			scroll_direction	0.0
		}

		colour				0 0 0      ;;;;64 69 82
		colour_factor			0.0
		min_alpha			0.1
		max_alpha			1.0
		max_depth			4.0
		max_refraction			0.3
	}

	shore
	{
		min_dist			50.0
		max_dist			250.0
		normal_factor			0.1	
	}
}

;--------------------------------------------------------------------------------------------------

river winter_med                   ;;this is a frozen ice-covered river
{
	surface
	{
		layer 0
		{
			type			diffuse
			texture			eb/data/terrain/battlefield/water/river/river02.tga    ;;river_forest.tga
			opacity			0.5
			scale			20.0	20.0
			offset			0.0	0.0
			rotation		-10.0
			scroll_speed		0.02
			scroll_direction	-30.0

		}

		layer 1
		{
			type			diffuse
			texture			eb/data/terrain/battlefield/water/river/ice_med.tga
			opacity			0.8
                        scale			20.0	20.0
			offset			0.0	0.0
			rotation		1.0
			scroll_speed		0.0
			scroll_direction	0.0
		}

		layer 2
		{
			type			specular
			texture			eb/data/terrain/battlefield/water/specular_01med.tga
			opacity			1.0
			min_sharpness		7.0
			max_sharpness		17.0
			scale			5.0	5.0
			offset			0.0	0.0
			rotation		0.0
			scroll_speed		0.0
			scroll_direction	0.0
		}

		colour				0 0 0      ;;;;64 69 82
		colour_factor			0.0
		min_alpha			0.9
		max_alpha			1.0
		max_depth			4.0
		max_refraction			0.3
	}

	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				eb/data/terrain/battlefield/water/river/mediter_ocean1.tga
		}

		layer 1
		{
			texture				eb/data/terrain/battlefield/water/river/mediter_ocean.tga
		}
	}
}

sea test_climate winter
{
	parent	sea default

	surface
	{
		layer 0
		{
			texture				eb/data/terrain/battlefield/water/river/mediter_ocean1.tga
		}

		layer 1
		{
			texture				eb/data/terrain/battlefield/water/river/mediter_ocean.tga
		}
	}
}

river test_climate summer
{
	parent	river default
}

river test_climate winter
{
	parent	river default
}

;**************************************************************************************************
;*                                         SANDY_DESERT                                           *
;**************************************************************************************************

sea sandy_desert summer
{
	parent	sea default

	surface
	{
		layer 0
		{
			texture				eb/data/terrain/battlefield/water/river/mediter_ocean.tga
		}

		layer 1
		{
			texture				eb/data/terrain/battlefield/water/river/mediter_ocean.tga
		}
	}
}

sea sandy_desert winter
{
	parent	sea default

	surface
	{
		layer 0
		{
			texture				eb/data/terrain/battlefield/water/river/mediter_ocean.tga
		}

		layer 1
		{
			texture				eb/data/terrain/battlefield/water/river/mediter_ocean.tga
		}
	}
}

river sandy_desert summer
{
	parent	river desert
}

river sandy_desert winter
{
	parent	river desert
}

;**************************************************************************************************
;*                                         ROCKY_DESERT                                           *
;**************************************************************************************************

sea rocky_desert summer
{
	parent	sea default

	surface
	{
		layer 0
		{
			texture				eb/data/terrain/battlefield/water/river/mediter_ocean.tga
		}

		layer 1
		{
			texture				eb/data/terrain/battlefield/water/river/mediter_ocean.tga
		}
	}
}

sea rocky_desert winter
{
	parent	sea default

	surface
	{
		layer 0
		{
			texture				eb/data/terrain/battlefield/water/river/mediter_ocean.tga
		}

		layer 1
		{
			texture				eb/data/terrain/battlefield/water/river/mediter_ocean.tga
		}
	}
}

river rocky_desert summer
{
	parent	river desert
}

river rocky_desert winter
{
	parent	river desert
}

;**************************************************************************************************
;*                                         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 fertile
}

river temperate_grassland_fertile winter
{
	parent	river winter_med
}

;**************************************************************************************************
;*                                  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 infertile
}

river temperate_grassland_infertile winter
{
	parent	river winter_north
}

;**************************************************************************************************
;*                                      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 forest
}

river temperate_forest_open winter
{
	parent	river winter_north
}

;**************************************************************************************************
;*                                      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 forest
}

river temperate_forest_deep winter
{
	parent	river winter_north
}

;**************************************************************************************************
;*                                             SWAMP                                              *
;**************************************************************************************************

sea swamp summer
{
	parent	sea default
}

sea swamp winter
{
	parent	sea default
}

river swamp summer
{
	parent	river swamp
}

river swamp winter
{
	parent	river winter_north
}

;**************************************************************************************************
;*                                            HIGHLAND                                            *
;**************************************************************************************************

sea highland summer
{
	parent	sea default
}

sea highland winter
{
	parent	sea default
}

river highland summer
{
	parent	river alpine
}

river highland winter
{
	parent	river winter_north
}

;**************************************************************************************************
;*                                             ALPINE                                             *
;**************************************************************************************************

sea alpine summer
{
	parent	sea default
}

sea alpine winter
{
	parent	sea default
}

river alpine summer
{
	parent	river alpine
}

river alpine winter
{
	parent	river alpine
}

;**************************************************************************************************
;*                                            SUB_ARTIC                                           *
;**************************************************************************************************

sea sub_arctic summer
{
	parent	sea default
}

sea sub_arctic winter
{
	parent	sea default
}

river sub_arctic summer
{
	parent	river desert
}

river sub_arctic winter
{
	parent	river desert
}

;**************************************************************************************************
;*                                            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

	surface
	{
		layer 0
		{
			texture				eb/data/terrain/battlefield/water/river/mediter_ocean.tga
		}

		layer 1
		{
			texture				eb/data/terrain/battlefield/water/river/mediter_ocean.tga
		}
	}
}

sea semi_arid winter
{
	parent	sea default

	surface
	{
		layer 0
		{
			texture				eb/data/terrain/battlefield/water/river/mediter_ocean.tga
		}

		layer 1
		{
			texture				eb/data/terrain/battlefield/water/river/mediter_ocean.tga
		}
	}
}

river semi_arid summer
{
	parent	river desert
}

river semi_arid winter
{
	parent	river desert
}

