Hmm I have maybe a litte trick for you... you take a first map with a water shader like this:
bmap waterbump2 = <waterbump.bmp>;
bmap envspec2 = <sky1.tga>; // <skycube+6.tga>;
bmap base2 = <gradient.bmp>;
function mtl_ffpwater2_1()
{
///////////////////////////////////////////////
// Lets make it scroll in some direction
//
mtl.skill1 += time;
mtl.matrix41 = floatd(mtl.skill1,4000);
}
function mtl_ffpwater2_init()
{
mtl.matrix11 = float(1.6);
mtl.matrix22 = float(0.8);
bmap_to_mipmap(mtl.skin1);
bmap_to_mipmap(mtl.skin2);
bmap_to_mipmap(mtl.skin3);
bmap_to_normals(mtl.skin1,0.5);
//bmap_to_cubemap(mtl.Skin2);
mtl.event = mtl_ffpwater2_1;
mtl.enable_view = on;
}
material mtl_ffpwater2
{
skin1=waterbump2;
skin2=envspec2;
skin3=base2;
event = mtl_ffpwater2_init;
effect = "
matrix matMtl;
texture mtlSkin1;
texture mtlSkin2;
texture mtlSkin3;
technique makewater2
{
pass p0
{
Texture[0] = <mtlSkin3>;
magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;
AddressU[0]=Clamp;
AddressV[0]=Clamp;
ColorArg1[0] = Texture;
ColorOp[0] = modulate;
ColorArg2[0] = diffuse;
alphaop[0]=selectarg1;
alphaarg1[0]=texture;
texcoordindex[0]=1;
Texture[1] = <mtlSkin1>;
magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;
ColorArg1[1] = Texture;
ColorOp[1] = bumpenvmap;
ColorArg2[1] = current;
TextureTransformFlags[1] = Count2;
TextureTransform[1] = <matMtl>;
Texcoordindex[1]=1;
Texture[2] = <mtlSkin2>;
magFilter[2]=linear;
minFilter[2]=linear;
mipFilter[2]=linear;
AddressU[2]=Clamp;
AddressV[2]=Clamp;
ColorArg1[2] = Texture;
ColorOp[2] = Add;
ColorArg2[2] = Current;
TextureTransformFlags[2] =count3 | projected;
texcoordindex[2]= cameraspaceposition | 1; // For cubemap use: cameraspacereflectionvector
}
}
technique fallback { pass p0 { } }
";
}
action ffp_water2 {
my.material = mtl_ffpwater2;
}
than... you take a 2nd map (model not textur or skin) over that an on all zone you want show the water reflection you must paint the skin black ... than you make this 2nd model as "overlay" in WED an that its can look like this...
with a street 2nd map its looks better...
an sry for my english ^^