btw, here is the code if you arent sure what i mean.

Code:
////////////////////////////////////////////////////////////////////////
// A6 main wdl:
//		Created by WED.
////////////////////////////////////////////////////////////////////////


path "C:\\Program Files\\GStudio6\\template_6";
path "C:\\Program Files\\GStudio6\\template_6\\code";
path "C:\\Program Files\\GStudio6\\template_6\\images";
path "C:\\Program Files\\GStudio6\\template_6\\sounds";
path "C:\\Program Files\\GStudio6\\template_6\\models";

string level_str = <shaders.WMB>;


include <gid01.wdl>;
include <display00.wdl>;
include <default.fx>;
include <mtlFX.wdl>;



function main()
{
	freeze_mode = 1;
	gid01_level_state = gid01_level_not_loaded;


	mouse_mode = 0;

	wait(3);

	level_load(level_str);

	wait(2);
	gid01_level_state = gid01_level_loaded;


	freeze_mode = 0;

	wait(6); 
	
	camview1();
	
	while(1)
	{
		MOUSE_POS.X = POINTER.X;
		MOUSE_POS.Y = POINTER.Y;
		
		if(gid01_level_state != gid01_level_loaded)
		{
			freeze_mode = 1;
			while(gid01_level_state != gid01_level_loaded){
				wait(1);
			}
			freeze_mode = 0;
		}
		wait(1);
	}
}

bmap flat = <blanknormalmap.tga>;

bmap gray = <grey2.tga>;

bmap black = <black.bmp>;

bmap waterheight = <waterheight.tga>;

bmap waterlight = <water_light.tga>;

var water_level=1;


material fake_refract
{
	skin2=gray;
	
	skin3 = waterheight;
	skin4 = waterlight;
	
	effect = "fake_refract.fx";
}

action light1{
	my.invisible = on;
	my.passable = on;

	my.red=35;
	my.green=32;
	my.blue=28;
	my.lightrange=15000;

}

//action: fx_water_env
//title: Faked water refraction
//skill1: Tile_x 1.0
//skill2: Tile_y 1.0
//skill3: Refraction_strength 1.0
//skill4: Refraction_tiling 2.0
action refract{
	var tile_tex_x=1;
	var tile_tex_y=1;
	var strength=1;
	var refract_tile=2;
	
	if(my.skill1==0){
		my.skill1=tile_tex_x;
	}
	if(my.skill2==0){
		my.skill2=tile_tex_y;
	}
	if(my.skill3==0){
		my.skill3=strength;
	}
	if(my.skill4==0){
		my.skill4=refract_tile;
	}
	
	my.skill41=float(my.skill1);
	my.skill42=float(my.skill2);
	my.skill43=float(my.skill3);
	my.skill44=float(my.skill4);
	
	while(1){
		if(my.z<water_level+100){
			my.material=fake_refract;
		}
		else{
			my.material=null;
		}
		wait(1);
	}
}

function camview1{
	var move[3];
	
	player=ent_create("ball.mdl",vector(168,-184,68),null);
	player.passable=on;
	
	camera.pan=160;
	camera.tilt=-24;
	
	while(1){
		
		camera.pan -= 14 * mouse_force.x*time;
		camera.tilt = clamp(camera.tilt+8 * mouse_force.y*time,-90,90);
		
		vec_set(move,nullvector);
		
		if(key_w){
			move.x=15*time*(key_shift+1);
		}
		if(key_a){
			move.y=15*time*(key_shift+1);
		}
		if(key_s){
			move.x=-15*time*(key_shift+1);
		}
		if(key_d){
			move.y=-15*time*(key_shift+1);
		}
		
		player.pan=camera.pan;
		player.tilt=camera.tilt;
		player.roll=camera.roll;
		
		c_move(player,move,nullvector,glide+ignore_passable);
		vec_set(camera.pos,player.pos);
	 	wait(1);
	}
}

bmap bmp_envcube1=<envi_snow+6.tga>;
bmap rainbow=<waves2.tga>;

function mtl_env_init()
{
 	bmap_to_cubemap(mtl.skin1);

	while(1) {
		mat_set(mtl.matrix,matViewInv);
		mtl.matrix41 = 0;
		mtl.matrix42 = 0;
		mtl.matrix43 = 0;
		wait(1);
	}
}

material water{
	skin1=bmp_envcube1;
	skin2=rainbow;
	event = mtl_env_init;
	flags=tangent;
	effect="ocean.fx";
}

action lightray{
	my.passable=on;
	
	my.unlit=on;
	my.bright=on;
	my.transparent=on;
	my.scale_z=25;
	my.scale_y=random(2)+.5;
	
	my.skill1=random(360);
	my.skill2=random(4)+6;
	
	while(my.skill3==0){
		my.pan=camera.pan+180;
		my.tilt=0;
		my.roll=0;
		ang_add(my.pan,vector(0,35,0));
		
		my.skill1+=my.skill2*time;
		my.alpha=12*sin(my.skill1)+2;
		wait(1);
	}
}




material dof{
	effect = "blur.fx";
}

action d_o_f{
	my.transparent=on;
	my.material=dof;
}

sky outside{
	type=<sky_day2_small+6.tga>;
	layer=2;
	z=20;
	flags=cube,visible;
}

material mblur{
	effect = "motionblur.fx";
}

action motionblur{
	my.transparent=on;
	my.material=mblur;
	
	var cam_pos[3];
	var cam_x_change;
	var cam_y_change;
	var cam_pan_change;
	var cam_tilt_change;
	var cam_pan;
	var cam_tilt;
	while(1){
		my.skill41=float(-cam_pan_change*2+cam_y_change);
		my.skill42=float(-cam_tilt_change*2);
		my.skill43=float(cam_x_change);
		
		cam_pan_change=camera.pan-cam_pan;
		cam_tilt_change=camera.tilt-cam_tilt;
		vec_add(cam_pos,my.pos);
		
		vec_sub(cam_pos,camera.pos);
		
		vec_rotate(cam_pos,vector(-camera.pan,-camera.tilt,-camera.roll));
		cam_x_change=cam_pos.x/vec_dist(my.pos,camera.pos)*300;
		cam_y_change=cam_pos.y/vec_dist(my.pos,camera.pos)*300;
		
		cam_pan=camera.pan;
		cam_tilt=camera.tilt;
		vec_set(cam_pos,camera.pos);
		vec_sub(cam_pos,my.pos);
		wait(1);
	}
}




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