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	<id>https://wiki.zeroy.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gerry</id>
	<title>COD Modding &amp; Mapping Wiki - User contributions [en]</title>
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	<updated>2026-04-23T01:38:15Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.zeroy.com/index.php?title=User:Gerry&amp;diff=12213</id>
		<title>User:Gerry</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=User:Gerry&amp;diff=12213"/>
		<updated>2010-12-24T04:14:11Z</updated>

		<summary type="html">&lt;p&gt;Gerry: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7925</id>
		<title>Call of Duty 5: Explodable Crates</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7925"/>
		<updated>2010-10-22T09:11:18Z</updated>

		<summary type="html">&lt;p&gt;Gerry: /* Adding The Models To Your Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Add Explodable Ammo Crates To Your Map&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
It will also give you an alternate method for adding Explodable Barrels to your map.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The Explodable Item assets. Get it [http://www.filefront.com/17415788/explodable_items_mp.zip HERE]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
The assets contain an explodable_items_mp.map file &amp;amp; 2 collision map files.&lt;br /&gt;
&lt;br /&gt;
==Adding The Models To Your Map==&lt;br /&gt;
*In Radiant&lt;br /&gt;
Open the explodable_items_mp.map file.&lt;br /&gt;
&lt;br /&gt;
The Ammo Crate &amp;amp; Barrel are pre filled so just copy &amp;amp; paste what you need into your map.&lt;br /&gt;
&lt;br /&gt;
*In case you&#039;re not familiar with radiant, an easy way to place a model is by using the toolbar.&lt;br /&gt;
&lt;br /&gt;
1st on the toolbar click &amp;quot;Force drop height to 0&amp;quot; so it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant1.png]]&lt;br /&gt;
&lt;br /&gt;
*Now for the models:&lt;br /&gt;
&lt;br /&gt;
Select the model you&#039;d like to place &amp;amp; position it above where you&#039;d like it to be.&lt;br /&gt;
&lt;br /&gt;
Set it&#039;s angle if required, Press N to bring up the Entity dialogue. Set it&#039;s angle at the bottom or type in the angle.&lt;br /&gt;
&lt;br /&gt;
EXAMPLE&lt;br /&gt;
 Key - angles&lt;br /&gt;
 Value - 0 30 0&lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;Drop selected entities to the floor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant2.png]]&lt;br /&gt;
&lt;br /&gt;
Do this for all your explodable script models.&lt;br /&gt;
&lt;br /&gt;
==Setting Up The Files==&lt;br /&gt;
We now need to add the required fields to our Zone &amp;amp; Soundalias files depending on what you&#039;ve added.&lt;br /&gt;
&lt;br /&gt;
Just copy &amp;amp; paste the following to the corresponding files.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[AMMO CRATE]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,global_flammable_crate_jap_piece01_d&lt;br /&gt;
 fx,destructibles/fx_ammobox_ignite&lt;br /&gt;
 fx,destructibles/fx_ammobox_fire_top&lt;br /&gt;
 fx,destructibles/fx_ammoboxExp&lt;br /&gt;
&lt;br /&gt;
SOUNDALIAS FILE &lt;br /&gt;
 Explo_ammocrate,,SFX/Destruction/ammocrate_##,wii,0.8,1,0.9,1.05,500,5000,10000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 Ignition_ammocrate,,SFX/Destruction/exp/flare_##,!wii,0.4,0.5,0.9,1.05,50,500,1000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,,,curve3,,,,,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 exp_ammo,,null.wav&lt;br /&gt;
&lt;br /&gt;
Incase your Soundalias file is differently headered these are the columns corresponding to the above data.&lt;br /&gt;
&lt;br /&gt;
 name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,move_type,move_time,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[BARREL]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,exploding_barrel_test&lt;br /&gt;
 xmodel,exploding_barrel_test_d&lt;br /&gt;
 fx,destructibles/fx_barrelexp_mp&lt;br /&gt;
 fx,destructibles/fx_barrel_ignite&lt;br /&gt;
 fx,destructibles/fx_barrel_fire_top&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to call a script.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve used Ammo Crates make sure you include the reference to the null.wav file in your Soundalias file or you&#039;ll get warnings in game in console.&lt;br /&gt;
&lt;br /&gt;
Compile the map &amp;amp; fastfiles and you should be right to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Radiant]]&lt;br /&gt;
[[Category:Advanced Editing]]&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7924</id>
		<title>Call of Duty 5: Explodable Crates</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7924"/>
		<updated>2010-10-22T09:05:08Z</updated>

		<summary type="html">&lt;p&gt;Gerry: /* Setting Up The Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Add Explodable Ammo Crates To Your Map&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
It will also give you an alternate method for adding Explodable Barrels to your map.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The Explodable Item assets. Get it [http://www.filefront.com/17415788/explodable_items_mp.zip HERE]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
The assets contain an explodable_items_mp.map file &amp;amp; 2 collision map files.&lt;br /&gt;
&lt;br /&gt;
==Adding The Models To Your Map==&lt;br /&gt;
*In Radiant&lt;br /&gt;
Open the explodable_items_mp.map file.&lt;br /&gt;
&lt;br /&gt;
The Ammo Crate &amp;amp; Barrel are pre filled so just copy &amp;amp; paste what you need into your map.&lt;br /&gt;
&lt;br /&gt;
*In case you&#039;re not familiar with radiant, an easy way to place a model is by using the toolbar.&lt;br /&gt;
&lt;br /&gt;
1st on the toolbar click &amp;quot;Force drop height to 0&amp;quot; so it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant1.png]]&lt;br /&gt;
&lt;br /&gt;
*Now for the models:&lt;br /&gt;
&lt;br /&gt;
Select the model you&#039;d like to place &amp;amp; position it where you&#039;d like it to be.&lt;br /&gt;
&lt;br /&gt;
Set it&#039;s angle if required, Press N to bring up the Entity dialogue. Set it&#039;s angle at the bottom or type in the angle.&lt;br /&gt;
&lt;br /&gt;
EXAMPLE&lt;br /&gt;
 Key - angles&lt;br /&gt;
 Value - 0 30 0&lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;Drop selected entities to the floor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant2.png]]&lt;br /&gt;
&lt;br /&gt;
Do this for all your explodable script models.&lt;br /&gt;
&lt;br /&gt;
==Setting Up The Files==&lt;br /&gt;
We now need to add the required fields to our Zone &amp;amp; Soundalias files depending on what you&#039;ve added.&lt;br /&gt;
&lt;br /&gt;
Just copy &amp;amp; paste the following to the corresponding files.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[AMMO CRATE]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,global_flammable_crate_jap_piece01_d&lt;br /&gt;
 fx,destructibles/fx_ammobox_ignite&lt;br /&gt;
 fx,destructibles/fx_ammobox_fire_top&lt;br /&gt;
 fx,destructibles/fx_ammoboxExp&lt;br /&gt;
&lt;br /&gt;
SOUNDALIAS FILE &lt;br /&gt;
 Explo_ammocrate,,SFX/Destruction/ammocrate_##,wii,0.8,1,0.9,1.05,500,5000,10000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 Ignition_ammocrate,,SFX/Destruction/exp/flare_##,!wii,0.4,0.5,0.9,1.05,50,500,1000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,,,curve3,,,,,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 exp_ammo,,null.wav&lt;br /&gt;
&lt;br /&gt;
Incase your Soundalias file is differently headered these are the columns corresponding to the above data.&lt;br /&gt;
&lt;br /&gt;
 name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,move_type,move_time,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[BARREL]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,exploding_barrel_test&lt;br /&gt;
 xmodel,exploding_barrel_test_d&lt;br /&gt;
 fx,destructibles/fx_barrelexp_mp&lt;br /&gt;
 fx,destructibles/fx_barrel_ignite&lt;br /&gt;
 fx,destructibles/fx_barrel_fire_top&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to call a script.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve used Ammo Crates make sure you include the reference to the null.wav file in your Soundalias file or you&#039;ll get warnings in game in console.&lt;br /&gt;
&lt;br /&gt;
Compile the map &amp;amp; fastfiles and you should be right to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Radiant]]&lt;br /&gt;
[[Category:Advanced Editing]]&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7923</id>
		<title>Call of Duty 5: Explodable Crates</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7923"/>
		<updated>2010-10-22T09:04:38Z</updated>

		<summary type="html">&lt;p&gt;Gerry: /* Setting Up The Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Add Explodable Ammo Crates To Your Map&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
It will also give you an alternate method for adding Explodable Barrels to your map.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The Explodable Item assets. Get it [http://www.filefront.com/17415788/explodable_items_mp.zip HERE]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
The assets contain an explodable_items_mp.map file &amp;amp; 2 collision map files.&lt;br /&gt;
&lt;br /&gt;
==Adding The Models To Your Map==&lt;br /&gt;
*In Radiant&lt;br /&gt;
Open the explodable_items_mp.map file.&lt;br /&gt;
&lt;br /&gt;
The Ammo Crate &amp;amp; Barrel are pre filled so just copy &amp;amp; paste what you need into your map.&lt;br /&gt;
&lt;br /&gt;
*In case you&#039;re not familiar with radiant, an easy way to place a model is by using the toolbar.&lt;br /&gt;
&lt;br /&gt;
1st on the toolbar click &amp;quot;Force drop height to 0&amp;quot; so it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant1.png]]&lt;br /&gt;
&lt;br /&gt;
*Now for the models:&lt;br /&gt;
&lt;br /&gt;
Select the model you&#039;d like to place &amp;amp; position it where you&#039;d like it to be.&lt;br /&gt;
&lt;br /&gt;
Set it&#039;s angle if required, Press N to bring up the Entity dialogue. Set it&#039;s angle at the bottom or type in the angle.&lt;br /&gt;
&lt;br /&gt;
EXAMPLE&lt;br /&gt;
 Key - angles&lt;br /&gt;
 Value - 0 30 0&lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;Drop selected entities to the floor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant2.png]]&lt;br /&gt;
&lt;br /&gt;
Do this for all your explodable script models.&lt;br /&gt;
&lt;br /&gt;
==Setting Up The Files==&lt;br /&gt;
We now need to add the required fields to our Zone &amp;amp; Soundalias files depending on what you&#039;ve added.&lt;br /&gt;
&lt;br /&gt;
Just copy &amp;amp; paste the following to the corresponding files.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[AMMO CRATE]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,global_flammable_crate_jap_piece01_d&lt;br /&gt;
 fx,destructibles/fx_ammobox_ignite&lt;br /&gt;
 fx,destructibles/fx_ammobox_fire_top&lt;br /&gt;
 fx,destructibles/fx_ammoboxExp&lt;br /&gt;
&lt;br /&gt;
SOUNDALIAS FILE &lt;br /&gt;
 Explo_ammocrate,,SFX/Destruction/ammocrate_##,wii,0.8,1,0.9,1.05,500,5000,10000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 Ignition_ammocrate,,SFX/Destruction/exp/flare_##,!wii,0.4,0.5,0.9,1.05,50,500,1000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,,,curve3,,,,,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 exp_ammo,,null.wav&lt;br /&gt;
&lt;br /&gt;
Incase your Soundalias file is differently headered these are the columns corresponding to the above data.&lt;br /&gt;
&lt;br /&gt;
 name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,move_type,move_time,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[BARREL]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,exploding_barrel_test&lt;br /&gt;
 xmodel,exploding_barrel_test_d&lt;br /&gt;
 fx,destructibles/fx_barrelexp_mp&lt;br /&gt;
 fx,destructibles/fx_barrel_ignite&lt;br /&gt;
 fx,destructibles/fx_barrel_fire_top&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to call a script.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve used Ammo Crates make sure you include the reference to the null.wav file in your Soundalias file or you&#039;ll get warnings in game in console.&lt;br /&gt;
&lt;br /&gt;
Compile the map &amp;amp; fastfiles &amp;amp; you should be right to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Radiant]]&lt;br /&gt;
[[Category:Advanced Editing]]&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7922</id>
		<title>Call of Duty 5: Explodable Crates</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7922"/>
		<updated>2010-10-22T09:03:46Z</updated>

		<summary type="html">&lt;p&gt;Gerry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Add Explodable Ammo Crates To Your Map&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
It will also give you an alternate method for adding Explodable Barrels to your map.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The Explodable Item assets. Get it [http://www.filefront.com/17415788/explodable_items_mp.zip HERE]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
The assets contain an explodable_items_mp.map file &amp;amp; 2 collision map files.&lt;br /&gt;
&lt;br /&gt;
==Adding The Models To Your Map==&lt;br /&gt;
*In Radiant&lt;br /&gt;
Open the explodable_items_mp.map file.&lt;br /&gt;
&lt;br /&gt;
The Ammo Crate &amp;amp; Barrel are pre filled so just copy &amp;amp; paste what you need into your map.&lt;br /&gt;
&lt;br /&gt;
*In case you&#039;re not familiar with radiant, an easy way to place a model is by using the toolbar.&lt;br /&gt;
&lt;br /&gt;
1st on the toolbar click &amp;quot;Force drop height to 0&amp;quot; so it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant1.png]]&lt;br /&gt;
&lt;br /&gt;
*Now for the models:&lt;br /&gt;
&lt;br /&gt;
Select the model you&#039;d like to place &amp;amp; position it where you&#039;d like it to be.&lt;br /&gt;
&lt;br /&gt;
Set it&#039;s angle if required, Press N to bring up the Entity dialogue. Set it&#039;s angle at the bottom or type in the angle.&lt;br /&gt;
&lt;br /&gt;
EXAMPLE&lt;br /&gt;
 Key - angles&lt;br /&gt;
 Value - 0 30 0&lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;Drop selected entities to the floor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant2.png]]&lt;br /&gt;
&lt;br /&gt;
Do this for all your explodable script models.&lt;br /&gt;
&lt;br /&gt;
==Setting Up The Files==&lt;br /&gt;
We now need to add the required fields to our Zone &amp;amp; Soundalias files depending on what you&#039;ve added.&lt;br /&gt;
&lt;br /&gt;
Just copy &amp;amp; paste the following to the corresponding files.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[AMMO CRATE]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,global_flammable_crate_jap_piece01_d&lt;br /&gt;
 fx,destructibles/fx_ammobox_ignite&lt;br /&gt;
 fx,destructibles/fx_ammobox_fire_top&lt;br /&gt;
 fx,destructibles/fx_ammoboxExp&lt;br /&gt;
&lt;br /&gt;
SOUNDALIAS FILE &lt;br /&gt;
 Explo_ammocrate,,SFX/Destruction/ammocrate_##,wii,0.8,1,0.9,1.05,500,5000,10000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 Ignition_ammocrate,,SFX/Destruction/exp/flare_##,!wii,0.4,0.5,0.9,1.05,50,500,1000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,,,curve3,,,,,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 exp_ammo,,null.wav&lt;br /&gt;
&lt;br /&gt;
Incase your Soundalias file is differently headered these are the columns corresponding to the above data.&lt;br /&gt;
&lt;br /&gt;
 name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,move_type,move_time,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[BARREL]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,exploding_barrel_test&lt;br /&gt;
 xmodel,exploding_barrel_test_d&lt;br /&gt;
 fx,destructibles/fx_barrelexp_mp&lt;br /&gt;
 fx,destructibles/fx_barrel_ignite&lt;br /&gt;
 fx,destructibles/fx_barrel_fire_top&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to call a script.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve used Ammo Crates make sure you include the reference to the null.wav file in your Soundalias file or you&#039;ll get warnings in game in console.&lt;br /&gt;
&lt;br /&gt;
Compile the fastfiles &amp;amp; you should be right to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Radiant]]&lt;br /&gt;
[[Category:Advanced Editing]]&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7849</id>
		<title>Call of Duty 5: Custom Water Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7849"/>
		<updated>2010-10-21T11:50:43Z</updated>

		<summary type="html">&lt;p&gt;Gerry: /* What&amp;#039;s Needed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:rgn_warning.png|right]]&lt;br /&gt;
{{Note|This tutorial will explain &#039;&#039;&#039;How To Make Your Own Custom Water Texture&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Dynamic Water not covered.&lt;br /&gt;
&lt;br /&gt;
==Pre-requisites==&lt;br /&gt;
*Experience with creating your own textures. [http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Custom_Textures]&lt;br /&gt;
*Knowledge of photoshop or similar if you&#039;d like to get the water looking right.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The water texture assets. [http://www.filefront.com/17415872/water.zip]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Creating The Water Asset==&lt;br /&gt;
*Open Asset Manager.&lt;br /&gt;
Either create a new material or open the example GDT in the \source_data folder - custom_water.gdt&lt;br /&gt;
&lt;br /&gt;
 If you&#039;ve created a new material choose water as the material type.&lt;br /&gt;
 If you opened the example choose the water_editor_default material.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll now be presented with the following screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
There are a few settings required but most of it is up to you on how you&#039;d like the water to look &amp;amp; behave.&lt;br /&gt;
&lt;br /&gt;
By choosing the water_river asset these are the settings required for a river I made in my current project.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
As you can see: sort, surfaceType &amp;amp; some Special surface properties need to be checked for the texture to work properly.&lt;br /&gt;
&lt;br /&gt;
You can choose the usage &amp;amp; locales as per how you&#039;d like them presented to you in radiant.&lt;br /&gt;
&lt;br /&gt;
==Making The Water==&lt;br /&gt;
Depending on what you&#039;re after &amp;amp; your map setting you&#039;ll need to play with the settings until you&#039;re happy with the result.&lt;br /&gt;
&lt;br /&gt;
A few that may be of use:&lt;br /&gt;
 * blendFunc - Blend (if you&#039;d like to alpha blend the texture. It won&#039;t show alpha blended in the editor)&lt;br /&gt;
 * Normal Map - The bump map you&#039;d like the water to have. (use one of the TGA files included in the Water.zip file /images folder or your own.&lt;br /&gt;
                No normal map will give a smooth surface to the water)&lt;br /&gt;
 * Water Map - &lt;br /&gt;
    Scroll - The default should yield a result like most in game water.&lt;br /&gt;
           - All 0&#039;s is dead still water.&lt;br /&gt;
           - Exaggerating X or Y will give the water more or less movement allowing you to create a stream, river, raindrops, etc.&lt;br /&gt;
    Color - The water base color.  (see the Coloring The Water section)&lt;br /&gt;
    Feather - The fading of the edges. Seems to make the water less clearer.&lt;br /&gt;
    Opacity - Water cloudiness&lt;br /&gt;
    Roughness - The strength of the Normal Map&lt;br /&gt;
    Refraction - The amount of refraction distortion. While looking through the water this seems to effect whatever is below it.&lt;br /&gt;
    Sky Reflection Color - The average color of the sky in the water. (see the Coloring The Water section)&lt;br /&gt;
    Ground Reflection Color - The average color of the ground in the water. (see the Coloring The Water section)&lt;br /&gt;
    Sun Brightness &amp;amp; size - All 0&#039;s is no sun reflection in the water.&lt;br /&gt;
 * Env Map - The reflection of the surrounding evironment.&lt;br /&gt;
&lt;br /&gt;
==Coloring The Water==&lt;br /&gt;
*You&#039;ll need some screenshots of your map if you&#039;d like to take the guess work out of the colors for your water.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like better accuracy with the colors remove the 2d stuff from your screen. In console type.&lt;br /&gt;
 \devmap mp_yourmap&lt;br /&gt;
 \cg_draw2d 0&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a screenshot of just the sky, if there are clouds include them if you like. This is for the Sky Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Take another of the scenery close to your water, ground terrain, trees &amp;amp; cliffs etc. try not to get any sky in the shot. This is for the Ground Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Lastly think of where your water comes from &amp;amp; what is in it, if required take a screenshot of what you think. In the example water_river, I&#039;ve used a dark brown soil in my map so I took a screenshot of the soil which I&#039;ve used in creating the base color of the water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In Photoshop open the screenshots.&lt;br /&gt;
&lt;br /&gt;
Under Filter \ Blur choose Average Blur. Do this for your screenshots.&lt;br /&gt;
&lt;br /&gt;
In the info section take note of the RGB values for each blurred shot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Photoshop.png|900px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Back in Asset Manager select the color you&#039;d like to edit &amp;amp; choose define custom color.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColorPicker.png]]&lt;br /&gt;
&lt;br /&gt;
Enter the corresponding RGB values from Photoshop &amp;amp; click ok. Do this for all the colors you&#039;d like to change.&lt;br /&gt;
&lt;br /&gt;
If the sky is too bright in the water try changing the Luminance value to a darker setting.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re happy with the settings create the texture &amp;amp; it&#039;ll be ready to go in radiant for you to use.&lt;br /&gt;
&lt;br /&gt;
When compiling your map, the water texture gets included in the .FF files so it&#039;s not required in the .IWD file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Radiant]]&lt;br /&gt;
[[Category:Textures]]&lt;br /&gt;
[[Category:Advanced Editing]]&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7843</id>
		<title>Call of Duty 5: Explodable Crates</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7843"/>
		<updated>2010-10-21T11:26:47Z</updated>

		<summary type="html">&lt;p&gt;Gerry: /* Adding The Assets To Your Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Add Explodable Ammo Crates To Your Map&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
It will also give you an alternate method for adding Explodable Barrels to your map.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The Explodable Item assets. [http://www.filefront.com/17415788/explodable_items_mp.zip]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
The assets contain an explodable_items_mp.map file &amp;amp; 2 collision map files.&lt;br /&gt;
&lt;br /&gt;
==Adding The Models To Your Map==&lt;br /&gt;
*In Radiant&lt;br /&gt;
Open the explodable_items_mp.map file.&lt;br /&gt;
&lt;br /&gt;
The Ammo Crate &amp;amp; Barrel are pre filled so just copy &amp;amp; paste what you need into your map.&lt;br /&gt;
&lt;br /&gt;
*In case you&#039;re not familiar with radiant, an easy way to place a model is by using the toolbar.&lt;br /&gt;
&lt;br /&gt;
1st on the toolbar click &amp;quot;Force drop height to 0&amp;quot; so it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant1.png]]&lt;br /&gt;
&lt;br /&gt;
*Now for the models:&lt;br /&gt;
&lt;br /&gt;
Select the model you&#039;d like to place &amp;amp;  set it&#039;s angle, Press N to bring up the Entity dialogue. Set it&#039;s angle at the bottom or type in the angle.&lt;br /&gt;
&lt;br /&gt;
EXAMPLE&lt;br /&gt;
 Key - angles&lt;br /&gt;
 Value - 0 30 0&lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;Drop selected entities to the floor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant2.png]]&lt;br /&gt;
&lt;br /&gt;
Do this for all your explodable script models.&lt;br /&gt;
&lt;br /&gt;
==Setting Up The Files==&lt;br /&gt;
We now need to add the required fields to our Zone &amp;amp; Soundalias files depending on what you&#039;ve added.&lt;br /&gt;
&lt;br /&gt;
Just copy &amp;amp; paste the following to the corresponding files.&lt;br /&gt;
&lt;br /&gt;
*AMMO CRATE&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,global_flammable_crate_jap_piece01_d&lt;br /&gt;
 fx,destructibles/fx_ammobox_ignite&lt;br /&gt;
 fx,destructibles/fx_ammobox_fire_top&lt;br /&gt;
 fx,destructibles/fx_ammoboxExp&lt;br /&gt;
&lt;br /&gt;
SOUNDALIAS FILE &lt;br /&gt;
 Explo_ammocrate,,SFX/Destruction/ammocrate_##,wii,0.8,1,0.9,1.05,500,5000,10000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 Ignition_ammocrate,,SFX/Destruction/exp/flare_##,!wii,0.4,0.5,0.9,1.05,50,500,1000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,,,curve3,,,,,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 exp_ammo,,null.wav&lt;br /&gt;
&lt;br /&gt;
Incase your Soundalias file is differently headered these are the columns corresponding to the above data.&lt;br /&gt;
&lt;br /&gt;
 name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,move_type,move_time,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold&lt;br /&gt;
&lt;br /&gt;
*BARREL&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,exploding_barrel_test&lt;br /&gt;
 xmodel,exploding_barrel_test_d&lt;br /&gt;
 fx,destructibles/fx_barrelexp_mp&lt;br /&gt;
 fx,destructibles/fx_barrel_ignite&lt;br /&gt;
 fx,destructibles/fx_barrel_fire_top&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to call a script.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve used Ammo Crates make sure you include the reference to the null.wav file in your Soundalias file or you&#039;ll get warnings in game in console.&lt;br /&gt;
&lt;br /&gt;
Compile the fastfiles &amp;amp; you should be right to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7842</id>
		<title>Call of Duty 5: Explodable Crates</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7842"/>
		<updated>2010-10-21T11:23:24Z</updated>

		<summary type="html">&lt;p&gt;Gerry: /* Adding The Assets To Your Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Add Explodable Ammo Crates To Your Map&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
It will also give you an alternate method for adding Explodable Barrels to your map.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The Explodable Item assets. [http://www.filefront.com/17415788/explodable_items_mp.zip]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
The assets contain an explodable_items_mp.map file &amp;amp; 2 collision map files.&lt;br /&gt;
&lt;br /&gt;
==Adding The Assets To Your Map==&lt;br /&gt;
*In Radiant&lt;br /&gt;
Open the explodable_items_mp.map file.&lt;br /&gt;
&lt;br /&gt;
The Ammo Crate &amp;amp; Barrel are pre filled so just copy &amp;amp; paste what you need into your map.&lt;br /&gt;
&lt;br /&gt;
*In case you&#039;re not familiar with radiant, an easy way to place a model is by using the toolbar.&lt;br /&gt;
&lt;br /&gt;
1st on the toolbar click &amp;quot;Force drop height to 0&amp;quot; so it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant1.png]]&lt;br /&gt;
&lt;br /&gt;
*Now for the models:&lt;br /&gt;
&lt;br /&gt;
Select the model you&#039;d like to place &amp;amp;  set it&#039;s angle, Press N to bring up the Entity dialogue. Set it&#039;s angle at the bottom or type in the angle.&lt;br /&gt;
&lt;br /&gt;
EXAMPLE&lt;br /&gt;
 Key - angles&lt;br /&gt;
 Value - 0 30 0&lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;Drop selected entities to the floor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant2.png]]&lt;br /&gt;
&lt;br /&gt;
Do this for all your explodable script models.&lt;br /&gt;
&lt;br /&gt;
==Setting Up The Files==&lt;br /&gt;
We now need to add the required fields to our Zone &amp;amp; Soundalias files depending on what you&#039;ve added.&lt;br /&gt;
&lt;br /&gt;
Just copy &amp;amp; paste the following to the corresponding files.&lt;br /&gt;
&lt;br /&gt;
*AMMO CRATE&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,global_flammable_crate_jap_piece01_d&lt;br /&gt;
 fx,destructibles/fx_ammobox_ignite&lt;br /&gt;
 fx,destructibles/fx_ammobox_fire_top&lt;br /&gt;
 fx,destructibles/fx_ammoboxExp&lt;br /&gt;
&lt;br /&gt;
SOUNDALIAS FILE &lt;br /&gt;
 Explo_ammocrate,,SFX/Destruction/ammocrate_##,wii,0.8,1,0.9,1.05,500,5000,10000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 Ignition_ammocrate,,SFX/Destruction/exp/flare_##,!wii,0.4,0.5,0.9,1.05,50,500,1000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,,,curve3,,,,,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 exp_ammo,,null.wav&lt;br /&gt;
&lt;br /&gt;
Incase your Soundalias file is differently headered these are the columns corresponding to the above data.&lt;br /&gt;
&lt;br /&gt;
 name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,move_type,move_time,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold&lt;br /&gt;
&lt;br /&gt;
*BARREL&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,exploding_barrel_test&lt;br /&gt;
 xmodel,exploding_barrel_test_d&lt;br /&gt;
 fx,destructibles/fx_barrelexp_mp&lt;br /&gt;
 fx,destructibles/fx_barrel_ignite&lt;br /&gt;
 fx,destructibles/fx_barrel_fire_top&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to call a script.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve used Ammo Crates make sure you include the reference to the null.wav file in your Soundalias file or you&#039;ll get warnings in game in console.&lt;br /&gt;
&lt;br /&gt;
Compile the fastfiles &amp;amp; you should be right to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7841</id>
		<title>Call of Duty 5: Explodable Crates</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7841"/>
		<updated>2010-10-21T11:21:38Z</updated>

		<summary type="html">&lt;p&gt;Gerry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Add Explodable Ammo Crates To Your Map&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
It will also give you an alternate method for adding Explodable Barrels to your map.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The Explodable Item assets. [http://www.filefront.com/17415788/explodable_items_mp.zip]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
The assets contain an explodable_items_mp.map file &amp;amp; 2 collision map files.&lt;br /&gt;
&lt;br /&gt;
==Adding The Assets To Your Map==&lt;br /&gt;
*In Radiant&lt;br /&gt;
Open the explodable_items_mp.map file.&lt;br /&gt;
&lt;br /&gt;
The Ammo Crate &amp;amp; Barrel are pre filled so just copy &amp;amp; paste what you need into your map.&lt;br /&gt;
&lt;br /&gt;
*In case you&#039;re not familiar with radiant, an easy way to place a model is by using the toolbar.&lt;br /&gt;
&lt;br /&gt;
1st on the toolbar click &amp;quot;Force drop height to 0&amp;quot; so it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant1.png]]&lt;br /&gt;
&lt;br /&gt;
Select the model you&#039;d like to place &amp;amp;  set it&#039;s angle, Press N to bring up the Entity dialogue. Set it&#039;s angle at the bottom or type in the angle.&lt;br /&gt;
&lt;br /&gt;
EXAMPLE&lt;br /&gt;
 Key - angles&lt;br /&gt;
 Value - 0 30 0&lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;Drop selected entities to the floor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant2.png]]&lt;br /&gt;
&lt;br /&gt;
Do this for all your explodable script models.&lt;br /&gt;
&lt;br /&gt;
==Setting Up The Files==&lt;br /&gt;
We now need to add the required fields to our Zone &amp;amp; Soundalias files depending on what you&#039;ve added.&lt;br /&gt;
&lt;br /&gt;
Just copy &amp;amp; paste the following to the corresponding files.&lt;br /&gt;
&lt;br /&gt;
*AMMO CRATE&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,global_flammable_crate_jap_piece01_d&lt;br /&gt;
 fx,destructibles/fx_ammobox_ignite&lt;br /&gt;
 fx,destructibles/fx_ammobox_fire_top&lt;br /&gt;
 fx,destructibles/fx_ammoboxExp&lt;br /&gt;
&lt;br /&gt;
SOUNDALIAS FILE &lt;br /&gt;
 Explo_ammocrate,,SFX/Destruction/ammocrate_##,wii,0.8,1,0.9,1.05,500,5000,10000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 Ignition_ammocrate,,SFX/Destruction/exp/flare_##,!wii,0.4,0.5,0.9,1.05,50,500,1000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,,,curve3,,,,,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 exp_ammo,,null.wav&lt;br /&gt;
&lt;br /&gt;
Incase your Soundalias file is differently headered these are the columns corresponding to the above data.&lt;br /&gt;
&lt;br /&gt;
 name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,move_type,move_time,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold&lt;br /&gt;
&lt;br /&gt;
*BARREL&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,exploding_barrel_test&lt;br /&gt;
 xmodel,exploding_barrel_test_d&lt;br /&gt;
 fx,destructibles/fx_barrelexp_mp&lt;br /&gt;
 fx,destructibles/fx_barrel_ignite&lt;br /&gt;
 fx,destructibles/fx_barrel_fire_top&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to call a script.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve used Ammo Crates make sure you include the reference to the null.wav file in your Soundalias file or you&#039;ll get warnings in game in console.&lt;br /&gt;
&lt;br /&gt;
Compile the fastfiles &amp;amp; you should be right to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Radiant2.png&amp;diff=7840</id>
		<title>File:Radiant2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Radiant2.png&amp;diff=7840"/>
		<updated>2010-10-21T11:18:41Z</updated>

		<summary type="html">&lt;p&gt;Gerry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Radiant1.png&amp;diff=7839</id>
		<title>File:Radiant1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Radiant1.png&amp;diff=7839"/>
		<updated>2010-10-21T11:18:20Z</updated>

		<summary type="html">&lt;p&gt;Gerry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7838</id>
		<title>Call of Duty 5: Explodable Crates</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Explodable_Crates&amp;diff=7838"/>
		<updated>2010-10-21T11:17:41Z</updated>

		<summary type="html">&lt;p&gt;Gerry: Created page with &amp;#039;{{Note|This tutorial will explain &amp;#039;&amp;#039;&amp;#039;How To Add Explodable Ammo Crates To Your Map&amp;#039;&amp;#039;&amp;#039;}}  It will also give you an alternate method for adding Explodable Barrels to your map.  ==W…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Add Explodable Ammo Crates To Your Map&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
It will also give you an alternate method for adding Explodable Barrels to your map.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The Explodable Item assets. [http://www.filefront.com/17415788/explodable_items_mp.zip]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
The assets contain an explodable_items_mp.map file &amp;amp; 2 collision map files.&lt;br /&gt;
&lt;br /&gt;
==Adding The Assets To Your Map==&lt;br /&gt;
*In Radiant&lt;br /&gt;
Open the explodable_items_mp.map file.&lt;br /&gt;
&lt;br /&gt;
The Ammo Crate &amp;amp; Barrel are pre filled so just copy &amp;amp; paste what you need into your map.&lt;br /&gt;
&lt;br /&gt;
*In case you&#039;re not familiar with radiant, an easy way to place a model is by using the toolbar.&lt;br /&gt;
&lt;br /&gt;
1st set it&#039;s angle, Press N to bring up the Entity dialogue. Set it&#039;s angle at the bottom or type in the angle.&lt;br /&gt;
&lt;br /&gt;
EXAMPLE&lt;br /&gt;
 Key - angles&lt;br /&gt;
 Value - 0 30 0&lt;br /&gt;
&lt;br /&gt;
On the toolbar click &amp;quot;Force drop height to 0&amp;quot; so it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant1.png]]&lt;br /&gt;
&lt;br /&gt;
Select the model you&#039;d like to place &amp;amp; click &amp;quot;Drop selected entities to the floor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Radiant2.png]]&lt;br /&gt;
&lt;br /&gt;
Do this for all your explodable script models.&lt;br /&gt;
&lt;br /&gt;
==Setting Up The Files==&lt;br /&gt;
We now need to add the required fields to our Zone &amp;amp; Soundalias files depending on what you&#039;ve added.&lt;br /&gt;
&lt;br /&gt;
Just copy &amp;amp; paste the following to the corresponding files.&lt;br /&gt;
&lt;br /&gt;
*AMMO CRATE&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,global_flammable_crate_jap_piece01_d&lt;br /&gt;
 fx,destructibles/fx_ammobox_ignite&lt;br /&gt;
 fx,destructibles/fx_ammobox_fire_top&lt;br /&gt;
 fx,destructibles/fx_ammoboxExp&lt;br /&gt;
&lt;br /&gt;
SOUNDALIAS FILE &lt;br /&gt;
 Explo_ammocrate,,SFX/Destruction/ammocrate_##,wii,0.8,1,0.9,1.05,500,5000,10000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 Ignition_ammocrate,,SFX/Destruction/exp/flare_##,!wii,0.4,0.5,0.9,1.05,50,500,1000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,,,curve3,,,,,,,,,,,,,50,95,0.25,1&lt;br /&gt;
 exp_ammo,,null.wav&lt;br /&gt;
&lt;br /&gt;
Incase your Soundalias file is differently headered these are the columns corresponding to the above data.&lt;br /&gt;
&lt;br /&gt;
 name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,move_type,move_time,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold&lt;br /&gt;
&lt;br /&gt;
*BARREL&lt;br /&gt;
&lt;br /&gt;
ZONE FILE&lt;br /&gt;
 xmodel,exploding_barrel_test&lt;br /&gt;
 xmodel,exploding_barrel_test_d&lt;br /&gt;
 fx,destructibles/fx_barrelexp_mp&lt;br /&gt;
 fx,destructibles/fx_barrel_ignite&lt;br /&gt;
 fx,destructibles/fx_barrel_fire_top&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to call a script.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve used Ammo Crates make sure you include the reference to the null.wav file in your Soundalias file or you&#039;ll get warnings in game in console.&lt;br /&gt;
&lt;br /&gt;
Compile the fastfiles &amp;amp; you should be right to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7757</id>
		<title>Call of Duty 5: Custom Water Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7757"/>
		<updated>2010-09-03T10:08:33Z</updated>

		<summary type="html">&lt;p&gt;Gerry: /* Creating The Water Asset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Make Your Own Custom Water Texture&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Dynamic Water not covered.&lt;br /&gt;
&lt;br /&gt;
==Pre-requisites==&lt;br /&gt;
*Experience with creating your own textures. [http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Custom_Textures]&lt;br /&gt;
*Knowledge of photoshop or similar if you&#039;d like to get the water looking right.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The water texture assets. [http://www.users.on.net/~gdenatris/cod/files/water.zip]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Creating The Water Asset==&lt;br /&gt;
*Open Asset Manager.&lt;br /&gt;
Either create a new material or open the example GDT in the \source_data folder - custom_water.gdt&lt;br /&gt;
&lt;br /&gt;
 If you&#039;ve created a new material choose water as the material type.&lt;br /&gt;
 If you opened the example choose the water_editor_default material.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll now be presented with the following screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
There are a few settings required but most of it is up to you on how you&#039;d like the water to look &amp;amp; behave.&lt;br /&gt;
&lt;br /&gt;
By choosing the water_river asset these are the settings required for a river I made in my current project.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
As you can see: sort, surfaceType &amp;amp; some Special surface properties need to be checked for the texture to work properly.&lt;br /&gt;
&lt;br /&gt;
You can choose the usage &amp;amp; locales as per how you&#039;d like them presented to you in radiant.&lt;br /&gt;
&lt;br /&gt;
==Making The Water==&lt;br /&gt;
Depending on what you&#039;re after &amp;amp; your map setting you&#039;ll need to play with the settings until you&#039;re happy with the result.&lt;br /&gt;
&lt;br /&gt;
A few that may be of use:&lt;br /&gt;
 * blendFunc - Blend (if you&#039;d like to alpha blend the texture. It won&#039;t show alpha blended in the editor)&lt;br /&gt;
 * Normal Map - The bump map you&#039;d like the water to have. (use one of the TGA files included in the Water.zip file /images folder or your own.&lt;br /&gt;
                No normal map will give a smooth surface to the water)&lt;br /&gt;
 * Water Map - &lt;br /&gt;
    Scroll - The default should yield a result like most in game water.&lt;br /&gt;
           - All 0&#039;s is dead still water.&lt;br /&gt;
           - Exaggerating X or Y will give the water more or less movement allowing you to create a stream, river, raindrops, etc.&lt;br /&gt;
    Color - The water base color.  (see the Coloring The Water section)&lt;br /&gt;
    Feather - The fading of the edges. Seems to make the water less clearer.&lt;br /&gt;
    Opacity - Water cloudiness&lt;br /&gt;
    Roughness - The strength of the Normal Map&lt;br /&gt;
    Refraction - The amount of refraction distortion. While looking through the water this seems to effect whatever is below it.&lt;br /&gt;
    Sky Reflection Color - The average color of the sky in the water. (see the Coloring The Water section)&lt;br /&gt;
    Ground Reflection Color - The average color of the ground in the water. (see the Coloring The Water section)&lt;br /&gt;
    Sun Brightness &amp;amp; size - All 0&#039;s is no sun reflection in the water.&lt;br /&gt;
 * Env Map - The reflection of the surrounding evironment.&lt;br /&gt;
&lt;br /&gt;
==Coloring The Water==&lt;br /&gt;
*You&#039;ll need some screenshots of your map if you&#039;d like to take the guess work out of the colors for your water.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like better accuracy with the colors remove the 2d stuff from your screen. In console type.&lt;br /&gt;
 \devmap mp_yourmap&lt;br /&gt;
 \cg_draw2d 0&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a screenshot of just the sky, if there are clouds include them if you like. This is for the Sky Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Take another of the scenery close to your water, ground terrain, trees &amp;amp; cliffs etc. try not to get any sky in the shot. This is for the Ground Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Lastly think of where your water comes from &amp;amp; what is in it, if required take a screenshot of what you think. In the example water_river, I&#039;ve used a dark brown soil in my map so I took a screenshot of the soil which I&#039;ve used in creating the base color of the water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In Photoshop open the screenshots.&lt;br /&gt;
&lt;br /&gt;
Under Filter \ Blur choose Average Blur. Do this for your screenshots.&lt;br /&gt;
&lt;br /&gt;
In the info section take note of the RGB values for each blurred shot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Photoshop.png|900px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Back in Asset Manager select the color you&#039;d like to edit &amp;amp; choose define custom color.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColorPicker.png]]&lt;br /&gt;
&lt;br /&gt;
Enter the corresponding RGB values from Photoshop &amp;amp; click ok. Do this for all the colors you&#039;d like to change.&lt;br /&gt;
&lt;br /&gt;
If the sky is too bright in the water try changing the Luminance value to a darker setting.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re happy with the settings create the texture &amp;amp; it&#039;ll be ready to go in radiant for you to use.&lt;br /&gt;
&lt;br /&gt;
When compiling your map, the water texture gets included in the .FF files so it&#039;s not required in the .IWD file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7756</id>
		<title>Call of Duty 5: Custom Water Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7756"/>
		<updated>2010-09-03T09:57:14Z</updated>

		<summary type="html">&lt;p&gt;Gerry: /* Coloring The Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Make Your Own Custom Water Texture&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Dynamic Water not covered.&lt;br /&gt;
&lt;br /&gt;
==Pre-requisites==&lt;br /&gt;
*Experience with creating your own textures. [http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Custom_Textures]&lt;br /&gt;
*Knowledge of photoshop or similar if you&#039;d like to get the water looking right.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The water texture assets. [http://www.users.on.net/~gdenatris/cod/files/water.zip]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Creating The Water Asset==&lt;br /&gt;
*Open Asset Manager.&lt;br /&gt;
Either create a new material or open the example GDT in the \source_data folder - custom_water.gdt&lt;br /&gt;
&lt;br /&gt;
 If you&#039;ve created a new material choose water as the material type.&lt;br /&gt;
 If you opened the example choose the water_editor_default material.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll now be presented with the following screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
There are a few settings required but most of it is up to you on how you&#039;d like the water to look &amp;amp; behave.&lt;br /&gt;
&lt;br /&gt;
By choosing the water_river asset these are the settings required for a river I made in my current project.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
As you can see: sort, surfaceType &amp;amp; some Special surface properties need to be checked.&lt;br /&gt;
&lt;br /&gt;
You can choose the usage &amp;amp; locales as per how you&#039;d like them presented to you in radiant.&lt;br /&gt;
&lt;br /&gt;
==Making The Water==&lt;br /&gt;
Depending on what you&#039;re after &amp;amp; your map setting you&#039;ll need to play with the settings until you&#039;re happy with the result.&lt;br /&gt;
&lt;br /&gt;
A few that may be of use:&lt;br /&gt;
 * blendFunc - Blend (if you&#039;d like to alpha blend the texture. It won&#039;t show alpha blended in the editor)&lt;br /&gt;
 * Normal Map - The bump map you&#039;d like the water to have. (use one of the TGA files included in the Water.zip file /images folder or your own.&lt;br /&gt;
                No normal map will give a smooth surface to the water)&lt;br /&gt;
 * Water Map - &lt;br /&gt;
    Scroll - The default should yield a result like most in game water.&lt;br /&gt;
           - All 0&#039;s is dead still water.&lt;br /&gt;
           - Exaggerating X or Y will give the water more or less movement allowing you to create a stream, river, raindrops, etc.&lt;br /&gt;
    Color - The water base color.  (see the Coloring The Water section)&lt;br /&gt;
    Feather - The fading of the edges. Seems to make the water less clearer.&lt;br /&gt;
    Opacity - Water cloudiness&lt;br /&gt;
    Roughness - The strength of the Normal Map&lt;br /&gt;
    Refraction - The amount of refraction distortion. While looking through the water this seems to effect whatever is below it.&lt;br /&gt;
    Sky Reflection Color - The average color of the sky in the water. (see the Coloring The Water section)&lt;br /&gt;
    Ground Reflection Color - The average color of the ground in the water. (see the Coloring The Water section)&lt;br /&gt;
    Sun Brightness &amp;amp; size - All 0&#039;s is no sun reflection in the water.&lt;br /&gt;
 * Env Map - The reflection of the surrounding evironment.&lt;br /&gt;
&lt;br /&gt;
==Coloring The Water==&lt;br /&gt;
*You&#039;ll need some screenshots of your map if you&#039;d like to take the guess work out of the colors for your water.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like better accuracy with the colors remove the 2d stuff from your screen. In console type.&lt;br /&gt;
 \devmap mp_yourmap&lt;br /&gt;
 \cg_draw2d 0&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a screenshot of just the sky, if there are clouds include them if you like. This is for the Sky Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Take another of the scenery close to your water, ground terrain, trees &amp;amp; cliffs etc. try not to get any sky in the shot. This is for the Ground Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Lastly think of where your water comes from &amp;amp; what is in it, if required take a screenshot of what you think. In the example water_river, I&#039;ve used a dark brown soil in my map so I took a screenshot of the soil which I&#039;ve used in creating the base color of the water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In Photoshop open the screenshots.&lt;br /&gt;
&lt;br /&gt;
Under Filter \ Blur choose Average Blur. Do this for your screenshots.&lt;br /&gt;
&lt;br /&gt;
In the info section take note of the RGB values for each blurred shot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Photoshop.png|900px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Back in Asset Manager select the color you&#039;d like to edit &amp;amp; choose define custom color.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColorPicker.png]]&lt;br /&gt;
&lt;br /&gt;
Enter the corresponding RGB values from Photoshop &amp;amp; click ok. Do this for all the colors you&#039;d like to change.&lt;br /&gt;
&lt;br /&gt;
If the sky is too bright in the water try changing the Luminance value to a darker setting.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re happy with the settings create the texture &amp;amp; it&#039;ll be ready to go in radiant for you to use.&lt;br /&gt;
&lt;br /&gt;
When compiling your map, the water texture gets included in the .FF files so it&#039;s not required in the .IWD file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:ColorPicker.png&amp;diff=7755</id>
		<title>File:ColorPicker.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:ColorPicker.png&amp;diff=7755"/>
		<updated>2010-09-03T09:49:46Z</updated>

		<summary type="html">&lt;p&gt;Gerry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7754</id>
		<title>Call of Duty 5: Custom Water Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7754"/>
		<updated>2010-09-03T09:48:05Z</updated>

		<summary type="html">&lt;p&gt;Gerry: /* Coloring The Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Make Your Own Custom Water Texture&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Dynamic Water not covered.&lt;br /&gt;
&lt;br /&gt;
==Pre-requisites==&lt;br /&gt;
*Experience with creating your own textures. [http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Custom_Textures]&lt;br /&gt;
*Knowledge of photoshop or similar if you&#039;d like to get the water looking right.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The water texture assets. [http://www.users.on.net/~gdenatris/cod/files/water.zip]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Creating The Water Asset==&lt;br /&gt;
*Open Asset Manager.&lt;br /&gt;
Either create a new material or open the example GDT in the \source_data folder - custom_water.gdt&lt;br /&gt;
&lt;br /&gt;
 If you&#039;ve created a new material choose water as the material type.&lt;br /&gt;
 If you opened the example choose the water_editor_default material.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll now be presented with the following screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
There are a few settings required but most of it is up to you on how you&#039;d like the water to look &amp;amp; behave.&lt;br /&gt;
&lt;br /&gt;
By choosing the water_river asset these are the settings required for a river I made in my current project.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
As you can see: sort, surfaceType &amp;amp; some Special surface properties need to be checked.&lt;br /&gt;
&lt;br /&gt;
You can choose the usage &amp;amp; locales as per how you&#039;d like them presented to you in radiant.&lt;br /&gt;
&lt;br /&gt;
==Making The Water==&lt;br /&gt;
Depending on what you&#039;re after &amp;amp; your map setting you&#039;ll need to play with the settings until you&#039;re happy with the result.&lt;br /&gt;
&lt;br /&gt;
A few that may be of use:&lt;br /&gt;
 * blendFunc - Blend (if you&#039;d like to alpha blend the texture. It won&#039;t show alpha blended in the editor)&lt;br /&gt;
 * Normal Map - The bump map you&#039;d like the water to have. (use one of the TGA files included in the Water.zip file /images folder or your own.&lt;br /&gt;
                No normal map will give a smooth surface to the water)&lt;br /&gt;
 * Water Map - &lt;br /&gt;
    Scroll - The default should yield a result like most in game water.&lt;br /&gt;
           - All 0&#039;s is dead still water.&lt;br /&gt;
           - Exaggerating X or Y will give the water more or less movement allowing you to create a stream, river, raindrops, etc.&lt;br /&gt;
    Color - The water base color.  (see the Coloring The Water section)&lt;br /&gt;
    Feather - The fading of the edges. Seems to make the water less clearer.&lt;br /&gt;
    Opacity - Water cloudiness&lt;br /&gt;
    Roughness - The strength of the Normal Map&lt;br /&gt;
    Refraction - The amount of refraction distortion. While looking through the water this seems to effect whatever is below it.&lt;br /&gt;
    Sky Reflection Color - The average color of the sky in the water. (see the Coloring The Water section)&lt;br /&gt;
    Ground Reflection Color - The average color of the ground in the water. (see the Coloring The Water section)&lt;br /&gt;
    Sun Brightness &amp;amp; size - All 0&#039;s is no sun reflection in the water.&lt;br /&gt;
 * Env Map - The reflection of the surrounding evironment.&lt;br /&gt;
&lt;br /&gt;
==Coloring The Water==&lt;br /&gt;
*You&#039;ll need some screenshots of your map if you&#039;d like to take the guess work out of the colors for your water.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like better accuracy with the colors remove the 2d stuff from your screen. In console type.&lt;br /&gt;
 \devmap mp_yourmap&lt;br /&gt;
 \cg_draw2d 0&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a screenshot of just the sky, if there are clouds include them if you like. This is for the Sky Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Take another of the scenery close to your water, ground terrain, trees &amp;amp; cliffs etc. try not to get any sky in the shot. This is for the Ground Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Lastly think of where your water comes from &amp;amp; what is in it, if required take a screenshot of what you think. In the example water_river, I&#039;ve used a dark brown soil in my map so I took a screenshot of the soil which I&#039;ve used in creating the base color of the water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In Photoshop open the screenshots.&lt;br /&gt;
&lt;br /&gt;
Under Filters \ Blur choose Average Blur. Do this for your screenshots.&lt;br /&gt;
&lt;br /&gt;
In the info section take note of the RGB values for each shot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Photoshop.png|900px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Back in Asset Manager select the color you&#039;d like to edit &amp;amp; choose define custom color.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColorPicker.png]]&lt;br /&gt;
&lt;br /&gt;
Enter the corresponding RGB values from Photoshop &amp;amp; click ok. Do this for all the colors you&#039;d like to change.&lt;br /&gt;
&lt;br /&gt;
If the sky is too bright in the water try changing the Luminance value to a darker setting.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re happy with the settings create the texture &amp;amp; it&#039;ll be ready to go in radiant for you to use.&lt;br /&gt;
&lt;br /&gt;
When compiling your map, the water texture gets included in the .FF files so it&#039;s not required in the .IWD file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7753</id>
		<title>Call of Duty 5: Custom Water Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7753"/>
		<updated>2010-09-03T09:42:23Z</updated>

		<summary type="html">&lt;p&gt;Gerry: /* Coloring The Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Make Your Own Custom Water Texture&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Dynamic Water not covered.&lt;br /&gt;
&lt;br /&gt;
==Pre-requisites==&lt;br /&gt;
*Experience with creating your own textures. [http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Custom_Textures]&lt;br /&gt;
*Knowledge of photoshop or similar if you&#039;d like to get the water looking right.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The water texture assets. [http://www.users.on.net/~gdenatris/cod/files/water.zip]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Creating The Water Asset==&lt;br /&gt;
*Open Asset Manager.&lt;br /&gt;
Either create a new material or open the example GDT in the \source_data folder - custom_water.gdt&lt;br /&gt;
&lt;br /&gt;
 If you&#039;ve created a new material choose water as the material type.&lt;br /&gt;
 If you opened the example choose the water_editor_default material.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll now be presented with the following screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
There are a few settings required but most of it is up to you on how you&#039;d like the water to look &amp;amp; behave.&lt;br /&gt;
&lt;br /&gt;
By choosing the water_river asset these are the settings required for a river I made in my current project.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
As you can see: sort, surfaceType &amp;amp; some Special surface properties need to be checked.&lt;br /&gt;
&lt;br /&gt;
You can choose the usage &amp;amp; locales as per how you&#039;d like them presented to you in radiant.&lt;br /&gt;
&lt;br /&gt;
==Making The Water==&lt;br /&gt;
Depending on what you&#039;re after &amp;amp; your map setting you&#039;ll need to play with the settings until you&#039;re happy with the result.&lt;br /&gt;
&lt;br /&gt;
A few that may be of use:&lt;br /&gt;
 * blendFunc - Blend (if you&#039;d like to alpha blend the texture. It won&#039;t show alpha blended in the editor)&lt;br /&gt;
 * Normal Map - The bump map you&#039;d like the water to have. (use one of the TGA files included in the Water.zip file /images folder or your own.&lt;br /&gt;
                No normal map will give a smooth surface to the water)&lt;br /&gt;
 * Water Map - &lt;br /&gt;
    Scroll - The default should yield a result like most in game water.&lt;br /&gt;
           - All 0&#039;s is dead still water.&lt;br /&gt;
           - Exaggerating X or Y will give the water more or less movement allowing you to create a stream, river, raindrops, etc.&lt;br /&gt;
    Color - The water base color.  (see the Coloring The Water section)&lt;br /&gt;
    Feather - The fading of the edges. Seems to make the water less clearer.&lt;br /&gt;
    Opacity - Water cloudiness&lt;br /&gt;
    Roughness - The strength of the Normal Map&lt;br /&gt;
    Refraction - The amount of refraction distortion. While looking through the water this seems to effect whatever is below it.&lt;br /&gt;
    Sky Reflection Color - The average color of the sky in the water. (see the Coloring The Water section)&lt;br /&gt;
    Ground Reflection Color - The average color of the ground in the water. (see the Coloring The Water section)&lt;br /&gt;
    Sun Brightness &amp;amp; size - All 0&#039;s is no sun reflection in the water.&lt;br /&gt;
 * Env Map - The reflection of the surrounding evironment.&lt;br /&gt;
&lt;br /&gt;
==Coloring The Water==&lt;br /&gt;
*You&#039;ll need some screenshots of your map if you&#039;d like to take the guess work out of the colors for your water.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like better accuracy with the colors remove the 2d stuff from your screen. In console type.&lt;br /&gt;
 \devmap mp_yourmap&lt;br /&gt;
 \cg_draw2d 0&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a screenshot of just the sky, if there are clouds include them if you like. This is for the Sky Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Take another of the scenery close to your water, ground terrain, trees &amp;amp; cliffs etc. try not to get any sky in the shot. This is for the Ground Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Lastly think of where your water comes from &amp;amp; what is in it, if required take a screenshot of what you think. In the example water_river, I&#039;ve used a dark brown soil in my map so I took a screenshot of the soil which I&#039;ve used in creating the base color of the water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In Photoshop open the screenshots.&lt;br /&gt;
&lt;br /&gt;
Under Filters \ Blur choose Average Blur. Do this for your screenshots.&lt;br /&gt;
&lt;br /&gt;
In the info section take note of the RGB values for each shot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Photoshop.png|900px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Back in Asset Manager select the color you&#039;d like to edit &amp;amp; choose define custom color.&lt;br /&gt;
&lt;br /&gt;
[[Image:Color.png]]&lt;br /&gt;
&lt;br /&gt;
Enter the corresponding RGB values from Photoshop &amp;amp; click ok. Do this for all the colors you&#039;d like to change.&lt;br /&gt;
&lt;br /&gt;
If the sky is too bright in the water try changing the Luminance value to a darker setting.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re happy with the settings create the texture &amp;amp; it&#039;ll be ready to go in radiant for you to use.&lt;br /&gt;
&lt;br /&gt;
When compiling your map, the water texture gets included in the .FF files so it&#039;s not required in the .IWD file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7752</id>
		<title>Call of Duty 5: Custom Water Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7752"/>
		<updated>2010-09-03T09:42:04Z</updated>

		<summary type="html">&lt;p&gt;Gerry: /* Coloring The Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Make Your Own Custom Water Texture&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Dynamic Water not covered.&lt;br /&gt;
&lt;br /&gt;
==Pre-requisites==&lt;br /&gt;
*Experience with creating your own textures. [http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Custom_Textures]&lt;br /&gt;
*Knowledge of photoshop or similar if you&#039;d like to get the water looking right.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The water texture assets. [http://www.users.on.net/~gdenatris/cod/files/water.zip]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Creating The Water Asset==&lt;br /&gt;
*Open Asset Manager.&lt;br /&gt;
Either create a new material or open the example GDT in the \source_data folder - custom_water.gdt&lt;br /&gt;
&lt;br /&gt;
 If you&#039;ve created a new material choose water as the material type.&lt;br /&gt;
 If you opened the example choose the water_editor_default material.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll now be presented with the following screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
There are a few settings required but most of it is up to you on how you&#039;d like the water to look &amp;amp; behave.&lt;br /&gt;
&lt;br /&gt;
By choosing the water_river asset these are the settings required for a river I made in my current project.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
As you can see: sort, surfaceType &amp;amp; some Special surface properties need to be checked.&lt;br /&gt;
&lt;br /&gt;
You can choose the usage &amp;amp; locales as per how you&#039;d like them presented to you in radiant.&lt;br /&gt;
&lt;br /&gt;
==Making The Water==&lt;br /&gt;
Depending on what you&#039;re after &amp;amp; your map setting you&#039;ll need to play with the settings until you&#039;re happy with the result.&lt;br /&gt;
&lt;br /&gt;
A few that may be of use:&lt;br /&gt;
 * blendFunc - Blend (if you&#039;d like to alpha blend the texture. It won&#039;t show alpha blended in the editor)&lt;br /&gt;
 * Normal Map - The bump map you&#039;d like the water to have. (use one of the TGA files included in the Water.zip file /images folder or your own.&lt;br /&gt;
                No normal map will give a smooth surface to the water)&lt;br /&gt;
 * Water Map - &lt;br /&gt;
    Scroll - The default should yield a result like most in game water.&lt;br /&gt;
           - All 0&#039;s is dead still water.&lt;br /&gt;
           - Exaggerating X or Y will give the water more or less movement allowing you to create a stream, river, raindrops, etc.&lt;br /&gt;
    Color - The water base color.  (see the Coloring The Water section)&lt;br /&gt;
    Feather - The fading of the edges. Seems to make the water less clearer.&lt;br /&gt;
    Opacity - Water cloudiness&lt;br /&gt;
    Roughness - The strength of the Normal Map&lt;br /&gt;
    Refraction - The amount of refraction distortion. While looking through the water this seems to effect whatever is below it.&lt;br /&gt;
    Sky Reflection Color - The average color of the sky in the water. (see the Coloring The Water section)&lt;br /&gt;
    Ground Reflection Color - The average color of the ground in the water. (see the Coloring The Water section)&lt;br /&gt;
    Sun Brightness &amp;amp; size - All 0&#039;s is no sun reflection in the water.&lt;br /&gt;
 * Env Map - The reflection of the surrounding evironment.&lt;br /&gt;
&lt;br /&gt;
==Coloring The Water==&lt;br /&gt;
*You&#039;ll need some screenshots of your map if you&#039;d like to take the guess work out of the colors for your water.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like better accuracy with the colors remove the 2d stuff from your screen. In console type.&lt;br /&gt;
 \devmap mp_yourmap&lt;br /&gt;
 \cg_draw2d 0&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a screenshot of just the sky, if there are clouds include them if you like. This is for the Sky Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Take another of the scenery close to your water, ground terrain, trees &amp;amp; cliffs etc. try not to get any sky in the shot. This is for the Ground Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Lastly think of where your water comes from &amp;amp; what is in it, if required take a screenshot of what you think. In the example water_river, I&#039;ve used a dark brown soil in my map so I took a screenshot of the soil which I&#039;ve used in creating the base color of the water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In Photoshop open the screenshots.&lt;br /&gt;
&lt;br /&gt;
Under Filters \ Blur choose Average Blur. Do this for your screenshots.&lt;br /&gt;
&lt;br /&gt;
In the info section take note of the RGB values for each shot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Photoshop.png|900px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Back in Asset Manager select the color you&#039;d like to edit &amp;amp; choose define custom color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enter the corresponding RGB values from Photoshop &amp;amp; click ok. Do this for all the colors you&#039;d like to change.&lt;br /&gt;
&lt;br /&gt;
If the sky is too bright in the water try changing the Luminance value to a darker setting.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re happy with the settings create the texture &amp;amp; it&#039;ll be ready to go in radiant for you to use.&lt;br /&gt;
&lt;br /&gt;
When compiling your map, the water texture gets included in the .FF files so it&#039;s not required in the .IWD file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7751</id>
		<title>Call of Duty 5: Custom Water Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7751"/>
		<updated>2010-09-03T09:27:35Z</updated>

		<summary type="html">&lt;p&gt;Gerry: /* What&amp;#039;s Needed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Make Your Own Custom Water Texture&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Dynamic Water not covered.&lt;br /&gt;
&lt;br /&gt;
==Pre-requisites==&lt;br /&gt;
*Experience with creating your own textures. [http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Custom_Textures]&lt;br /&gt;
*Knowledge of photoshop or similar if you&#039;d like to get the water looking right.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The water texture assets. [http://www.users.on.net/~gdenatris/cod/files/water.zip]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Creating The Water Asset==&lt;br /&gt;
*Open Asset Manager.&lt;br /&gt;
Either create a new material or open the example GDT in the \source_data folder - custom_water.gdt&lt;br /&gt;
&lt;br /&gt;
 If you&#039;ve created a new material choose water as the material type.&lt;br /&gt;
 If you opened the example choose the water_editor_default material.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll now be presented with the following screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
There are a few settings required but most of it is up to you on how you&#039;d like the water to look &amp;amp; behave.&lt;br /&gt;
&lt;br /&gt;
By choosing the water_river asset these are the settings required for a river I made in my current project.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
As you can see: sort, surfaceType &amp;amp; some Special surface properties need to be checked.&lt;br /&gt;
&lt;br /&gt;
You can choose the usage &amp;amp; locales as per how you&#039;d like them presented to you in radiant.&lt;br /&gt;
&lt;br /&gt;
==Making The Water==&lt;br /&gt;
Depending on what you&#039;re after &amp;amp; your map setting you&#039;ll need to play with the settings until you&#039;re happy with the result.&lt;br /&gt;
&lt;br /&gt;
A few that may be of use:&lt;br /&gt;
 * blendFunc - Blend (if you&#039;d like to alpha blend the texture. It won&#039;t show alpha blended in the editor)&lt;br /&gt;
 * Normal Map - The bump map you&#039;d like the water to have. (use one of the TGA files included in the Water.zip file /images folder or your own.&lt;br /&gt;
                No normal map will give a smooth surface to the water)&lt;br /&gt;
 * Water Map - &lt;br /&gt;
    Scroll - The default should yield a result like most in game water.&lt;br /&gt;
           - All 0&#039;s is dead still water.&lt;br /&gt;
           - Exaggerating X or Y will give the water more or less movement allowing you to create a stream, river, raindrops, etc.&lt;br /&gt;
    Color - The water base color.  (see the Coloring The Water section)&lt;br /&gt;
    Feather - The fading of the edges. Seems to make the water less clearer.&lt;br /&gt;
    Opacity - Water cloudiness&lt;br /&gt;
    Roughness - The strength of the Normal Map&lt;br /&gt;
    Refraction - The amount of refraction distortion. While looking through the water this seems to effect whatever is below it.&lt;br /&gt;
    Sky Reflection Color - The average color of the sky in the water. (see the Coloring The Water section)&lt;br /&gt;
    Ground Reflection Color - The average color of the ground in the water. (see the Coloring The Water section)&lt;br /&gt;
    Sun Brightness &amp;amp; size - All 0&#039;s is no sun reflection in the water.&lt;br /&gt;
 * Env Map - The reflection of the surrounding evironment.&lt;br /&gt;
&lt;br /&gt;
==Coloring The Water==&lt;br /&gt;
*You&#039;ll need some screenshots of your map if you&#039;d like to take the guess work out of the colors for your water.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like better accuracy with the colors remove the 2d stuff from your screen. In console type.&lt;br /&gt;
 \devmap mp_yourmap&lt;br /&gt;
 \cg_draw2d 0&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a screenshot of just the sky, if there are clouds include them if you like. This is for the Sky Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Take another of the scenery close to your water, ground terrain, trees &amp;amp; cliffs etc. try not to get any sky in the shot. This is for the Ground Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Lastly think of where your water comes from &amp;amp; what is in it, if required take a screenshot of what you think. In the example water_river, I&#039;ve used a dark brown soil in my map so I took a screenshot of the soil which I&#039;ve used in creating the base color of the water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In Photoshop open the screenshots.&lt;br /&gt;
&lt;br /&gt;
Under Filters \ Blur choose Average Blur. Do this for your screenshots.&lt;br /&gt;
&lt;br /&gt;
In the info section take note of the RGB values for each shot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Photoshop.png|900px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Back in Asset Manager select the color you&#039;d like to edit &amp;amp; choose define custom color.&lt;br /&gt;
&lt;br /&gt;
[[Image:Color.png]]&lt;br /&gt;
&lt;br /&gt;
Enter the corresponding RGB values from Photoshop &amp;amp; click ok. Do this for all the colors you&#039;d like to change.&lt;br /&gt;
&lt;br /&gt;
If the sky is too bright in the water try changing the Luminance value to a darker setting.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re happy with the settings create the texture &amp;amp; it&#039;ll be ready to go in radiant for you to use.&lt;br /&gt;
&lt;br /&gt;
When compiling your map, the water texture gets included in the .FF files so it&#039;s not required in the .IWD file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7750</id>
		<title>Call of Duty 5: Custom Water Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7750"/>
		<updated>2010-09-03T09:20:04Z</updated>

		<summary type="html">&lt;p&gt;Gerry: /* Coloring The Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Make Your Own Custom Water Texture&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Dynamic Water not covered.&lt;br /&gt;
&lt;br /&gt;
==Pre-requisites==&lt;br /&gt;
*Experience with creating your own textures. [http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Custom_Textures]&lt;br /&gt;
*Knowledge of photoshop or similar if you&#039;d like to get the water looking right.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The water texture assets. [[File:Water.zip]]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Creating The Water Asset==&lt;br /&gt;
*Open Asset Manager.&lt;br /&gt;
Either create a new material or open the example GDT in the \source_data folder - custom_water.gdt&lt;br /&gt;
&lt;br /&gt;
 If you&#039;ve created a new material choose water as the material type.&lt;br /&gt;
 If you opened the example choose the water_editor_default material.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll now be presented with the following screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
There are a few settings required but most of it is up to you on how you&#039;d like the water to look &amp;amp; behave.&lt;br /&gt;
&lt;br /&gt;
By choosing the water_river asset these are the settings required for a river I made in my current project.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
As you can see: sort, surfaceType &amp;amp; some Special surface properties need to be checked.&lt;br /&gt;
&lt;br /&gt;
You can choose the usage &amp;amp; locales as per how you&#039;d like them presented to you in radiant.&lt;br /&gt;
&lt;br /&gt;
==Making The Water==&lt;br /&gt;
Depending on what you&#039;re after &amp;amp; your map setting you&#039;ll need to play with the settings until you&#039;re happy with the result.&lt;br /&gt;
&lt;br /&gt;
A few that may be of use:&lt;br /&gt;
 * blendFunc - Blend (if you&#039;d like to alpha blend the texture. It won&#039;t show alpha blended in the editor)&lt;br /&gt;
 * Normal Map - The bump map you&#039;d like the water to have. (use one of the TGA files included in the Water.zip file /images folder or your own.&lt;br /&gt;
                No normal map will give a smooth surface to the water)&lt;br /&gt;
 * Water Map - &lt;br /&gt;
    Scroll - The default should yield a result like most in game water.&lt;br /&gt;
           - All 0&#039;s is dead still water.&lt;br /&gt;
           - Exaggerating X or Y will give the water more or less movement allowing you to create a stream, river, raindrops, etc.&lt;br /&gt;
    Color - The water base color.  (see the Coloring The Water section)&lt;br /&gt;
    Feather - The fading of the edges. Seems to make the water less clearer.&lt;br /&gt;
    Opacity - Water cloudiness&lt;br /&gt;
    Roughness - The strength of the Normal Map&lt;br /&gt;
    Refraction - The amount of refraction distortion. While looking through the water this seems to effect whatever is below it.&lt;br /&gt;
    Sky Reflection Color - The average color of the sky in the water. (see the Coloring The Water section)&lt;br /&gt;
    Ground Reflection Color - The average color of the ground in the water. (see the Coloring The Water section)&lt;br /&gt;
    Sun Brightness &amp;amp; size - All 0&#039;s is no sun reflection in the water.&lt;br /&gt;
 * Env Map - The reflection of the surrounding evironment.&lt;br /&gt;
&lt;br /&gt;
==Coloring The Water==&lt;br /&gt;
*You&#039;ll need some screenshots of your map if you&#039;d like to take the guess work out of the colors for your water.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like better accuracy with the colors remove the 2d stuff from your screen. In console type.&lt;br /&gt;
 \devmap mp_yourmap&lt;br /&gt;
 \cg_draw2d 0&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a screenshot of just the sky, if there are clouds include them if you like. This is for the Sky Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Take another of the scenery close to your water, ground terrain, trees &amp;amp; cliffs etc. try not to get any sky in the shot. This is for the Ground Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Lastly think of where your water comes from &amp;amp; what is in it, if required take a screenshot of what you think. In the example water_river, I&#039;ve used a dark brown soil in my map so I took a screenshot of the soil which I&#039;ve used in creating the base color of the water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In Photoshop open the screenshots.&lt;br /&gt;
&lt;br /&gt;
Under Filters \ Blur choose Average Blur. Do this for your screenshots.&lt;br /&gt;
&lt;br /&gt;
In the info section take note of the RGB values for each shot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Photoshop.png|900px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Back in Asset Manager select the color you&#039;d like to edit &amp;amp; choose define custom color.&lt;br /&gt;
&lt;br /&gt;
[[Image:Color.png]]&lt;br /&gt;
&lt;br /&gt;
Enter the corresponding RGB values from Photoshop &amp;amp; click ok. Do this for all the colors you&#039;d like to change.&lt;br /&gt;
&lt;br /&gt;
If the sky is too bright in the water try changing the Luminance value to a darker setting.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re happy with the settings create the texture &amp;amp; it&#039;ll be ready to go in radiant for you to use.&lt;br /&gt;
&lt;br /&gt;
When compiling your map, the water texture gets included in the .FF files so it&#039;s not required in the .IWD file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7749</id>
		<title>Call of Duty 5: Custom Water Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7749"/>
		<updated>2010-09-03T09:19:44Z</updated>

		<summary type="html">&lt;p&gt;Gerry: /* Creating The Water Asset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Make Your Own Custom Water Texture&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Dynamic Water not covered.&lt;br /&gt;
&lt;br /&gt;
==Pre-requisites==&lt;br /&gt;
*Experience with creating your own textures. [http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Custom_Textures]&lt;br /&gt;
*Knowledge of photoshop or similar if you&#039;d like to get the water looking right.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The water texture assets. [[File:Water.zip]]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Creating The Water Asset==&lt;br /&gt;
*Open Asset Manager.&lt;br /&gt;
Either create a new material or open the example GDT in the \source_data folder - custom_water.gdt&lt;br /&gt;
&lt;br /&gt;
 If you&#039;ve created a new material choose water as the material type.&lt;br /&gt;
 If you opened the example choose the water_editor_default material.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll now be presented with the following screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water1.png|900px]]&lt;br /&gt;
&lt;br /&gt;
There are a few settings required but most of it is up to you on how you&#039;d like the water to look &amp;amp; behave.&lt;br /&gt;
&lt;br /&gt;
By choosing the water_river asset these are the settings required for a river I made in my current project.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water2.png|900px]]&lt;br /&gt;
&lt;br /&gt;
As you can see: sort, surfaceType &amp;amp; some Special surface properties need to be checked.&lt;br /&gt;
&lt;br /&gt;
You can choose the usage &amp;amp; locales as per how you&#039;d like them presented to you in radiant.&lt;br /&gt;
&lt;br /&gt;
==Making The Water==&lt;br /&gt;
Depending on what you&#039;re after &amp;amp; your map setting you&#039;ll need to play with the settings until you&#039;re happy with the result.&lt;br /&gt;
&lt;br /&gt;
A few that may be of use:&lt;br /&gt;
 * blendFunc - Blend (if you&#039;d like to alpha blend the texture. It won&#039;t show alpha blended in the editor)&lt;br /&gt;
 * Normal Map - The bump map you&#039;d like the water to have. (use one of the TGA files included in the Water.zip file /images folder or your own.&lt;br /&gt;
                No normal map will give a smooth surface to the water)&lt;br /&gt;
 * Water Map - &lt;br /&gt;
    Scroll - The default should yield a result like most in game water.&lt;br /&gt;
           - All 0&#039;s is dead still water.&lt;br /&gt;
           - Exaggerating X or Y will give the water more or less movement allowing you to create a stream, river, raindrops, etc.&lt;br /&gt;
    Color - The water base color.  (see the Coloring The Water section)&lt;br /&gt;
    Feather - The fading of the edges. Seems to make the water less clearer.&lt;br /&gt;
    Opacity - Water cloudiness&lt;br /&gt;
    Roughness - The strength of the Normal Map&lt;br /&gt;
    Refraction - The amount of refraction distortion. While looking through the water this seems to effect whatever is below it.&lt;br /&gt;
    Sky Reflection Color - The average color of the sky in the water. (see the Coloring The Water section)&lt;br /&gt;
    Ground Reflection Color - The average color of the ground in the water. (see the Coloring The Water section)&lt;br /&gt;
    Sun Brightness &amp;amp; size - All 0&#039;s is no sun reflection in the water.&lt;br /&gt;
 * Env Map - The reflection of the surrounding evironment.&lt;br /&gt;
&lt;br /&gt;
==Coloring The Water==&lt;br /&gt;
*You&#039;ll need some screenshots of your map if you&#039;d like to take the guess work out of the colors for your water.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like better accuracy with the colors remove the 2d stuff from your screen. In console type.&lt;br /&gt;
 \devmap mp_yourmap&lt;br /&gt;
 \cg_draw2d 0&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a screenshot of just the sky, if there are clouds include them if you like. This is for the Sky Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Take another of the scenery close to your water, ground terrain, trees &amp;amp; cliffs etc. try not to get any sky in the shot. This is for the Ground Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Lastly think of where your water comes from &amp;amp; what is in it, if required take a screenshot of what you think. In the example water_river, I&#039;ve used a dark brown soil in my map so I took a screenshot of the soil which I&#039;ve used in creating the base color of the water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In Photoshop open the screenshots.&lt;br /&gt;
&lt;br /&gt;
Under Filters \ Blur choose Average Blur. Do this for your screenshots.&lt;br /&gt;
&lt;br /&gt;
In the info section take note of the RGB values for each shot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Photoshop.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Back in Asset Manager select the color you&#039;d like to edit &amp;amp; choose define custom color.&lt;br /&gt;
&lt;br /&gt;
[[Image:Color.png]]&lt;br /&gt;
&lt;br /&gt;
Enter the corresponding RGB values from Photoshop &amp;amp; click ok. Do this for all the colors you&#039;d like to change.&lt;br /&gt;
&lt;br /&gt;
If the sky is too bright in the water try changing the Luminance value to a darker setting.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re happy with the settings create the texture &amp;amp; it&#039;ll be ready to go in radiant for you to use.&lt;br /&gt;
&lt;br /&gt;
When compiling your map, the water texture gets included in the .FF files so it&#039;s not required in the .IWD file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by &#039;&#039;Gerry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Color.png&amp;diff=7748</id>
		<title>File:Color.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Color.png&amp;diff=7748"/>
		<updated>2010-09-03T09:09:58Z</updated>

		<summary type="html">&lt;p&gt;Gerry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Water2.png&amp;diff=7747</id>
		<title>File:Water2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Water2.png&amp;diff=7747"/>
		<updated>2010-09-03T09:09:19Z</updated>

		<summary type="html">&lt;p&gt;Gerry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Water1.png&amp;diff=7746</id>
		<title>File:Water1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Water1.png&amp;diff=7746"/>
		<updated>2010-09-03T09:08:46Z</updated>

		<summary type="html">&lt;p&gt;Gerry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Photoshop.png&amp;diff=7745</id>
		<title>File:Photoshop.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Photoshop.png&amp;diff=7745"/>
		<updated>2010-09-03T09:08:13Z</updated>

		<summary type="html">&lt;p&gt;Gerry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7744</id>
		<title>Call of Duty 5: Custom Water Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Custom_Water_Textures&amp;diff=7744"/>
		<updated>2010-09-03T09:07:29Z</updated>

		<summary type="html">&lt;p&gt;Gerry: Created page with &amp;#039;{{Note|This tutorial will explain &amp;#039;&amp;#039;&amp;#039;How To Make Your Own Custom Water Texture&amp;#039;&amp;#039;&amp;#039;}}  Dynamic Water not covered.  ==Pre-requisites== *Experience with creating your own textures. […&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will explain &#039;&#039;&#039;How To Make Your Own Custom Water Texture&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Dynamic Water not covered.&lt;br /&gt;
&lt;br /&gt;
==Pre-requisites==&lt;br /&gt;
*Experience with creating your own textures. [http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Custom_Textures]&lt;br /&gt;
*Knowledge of photoshop or similar if you&#039;d like to get the water looking right.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s Needed==&lt;br /&gt;
*The water texture assets. [[File:Water.zip]]&lt;br /&gt;
 Extract this file to your \Call of Duty - World at War folder.&lt;br /&gt;
&lt;br /&gt;
==Creating The Water Asset==&lt;br /&gt;
*Open Asset Manager.&lt;br /&gt;
Either create a new material or open the example GDT in the \source_data folder - custom_water.gdt&lt;br /&gt;
&lt;br /&gt;
 If you&#039;ve created a new material choose water as the material type.&lt;br /&gt;
 If you opened the example choose the water_editor_default material.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll now be presented with the following screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water1.png]]&lt;br /&gt;
&lt;br /&gt;
There are a few settings required but most of it is up to you on how you&#039;d like the water to look &amp;amp; behave.&lt;br /&gt;
&lt;br /&gt;
By choosing the water_river asset these are the settings required for a river I made in my current project.&lt;br /&gt;
&lt;br /&gt;
[[Image:Water2.png]]&lt;br /&gt;
&lt;br /&gt;
As you can see: sort, surfaceType &amp;amp; some Special surface properties need to be checked.&lt;br /&gt;
&lt;br /&gt;
You can choose the usage &amp;amp; locales as per how you&#039;d like them presented to you in radiant.&lt;br /&gt;
&lt;br /&gt;
==Making The Water==&lt;br /&gt;
Depending on what you&#039;re after &amp;amp; your map setting you&#039;ll need to play with the settings until you&#039;re happy with the result.&lt;br /&gt;
&lt;br /&gt;
A few that may be of use:&lt;br /&gt;
 * blendFunc - Blend (if you&#039;d like to alpha blend the texture. It won&#039;t show alpha blended in the editor)&lt;br /&gt;
 * Normal Map - The bump map you&#039;d like the water to have. (use one of the TGA files included in the Water.zip file /images folder or your own.&lt;br /&gt;
                No normal map will give a smooth surface to the water)&lt;br /&gt;
 * Water Map - &lt;br /&gt;
    Scroll - The default should yield a result like most in game water.&lt;br /&gt;
           - All 0&#039;s is dead still water.&lt;br /&gt;
           - Exaggerating X or Y will give the water more or less movement allowing you to create a stream, river, raindrops, etc.&lt;br /&gt;
    Color - The water base color.  (see the Coloring The Water section)&lt;br /&gt;
    Feather - The fading of the edges. Seems to make the water less clearer.&lt;br /&gt;
    Opacity - Water cloudiness&lt;br /&gt;
    Roughness - The strength of the Normal Map&lt;br /&gt;
    Refraction - The amount of refraction distortion. While looking through the water this seems to effect whatever is below it.&lt;br /&gt;
    Sky Reflection Color - The average color of the sky in the water. (see the Coloring The Water section)&lt;br /&gt;
    Ground Reflection Color - The average color of the ground in the water. (see the Coloring The Water section)&lt;br /&gt;
    Sun Brightness &amp;amp; size - All 0&#039;s is no sun reflection in the water.&lt;br /&gt;
 * Env Map - The reflection of the surrounding evironment.&lt;br /&gt;
&lt;br /&gt;
==Coloring The Water==&lt;br /&gt;
*You&#039;ll need some screenshots of your map if you&#039;d like to take the guess work out of the colors for your water.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like better accuracy with the colors remove the 2d stuff from your screen. In console type.&lt;br /&gt;
 \devmap mp_yourmap&lt;br /&gt;
 \cg_draw2d 0&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a screenshot of just the sky, if there are clouds include them if you like. This is for the Sky Reflection Color.&lt;br /&gt;
&lt;br /&gt;
Take another of the scenery close to your water, ground terrain, trees &amp;amp; cliffs etc. try not to get any sky in the shot. This is for the Ground Reflection Color.&lt;br /&gt;
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Lastly think of where your water comes from &amp;amp; what is in it, if required take a screenshot of what you think. In the example water_river, I&#039;ve used a dark brown soil in my map so I took a screenshot of the soil which I&#039;ve used in creating the base color of the water.&lt;br /&gt;
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*In Photoshop open the screenshots.&lt;br /&gt;
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Under Filters \ Blur choose Average Blur. Do this for your screenshots.&lt;br /&gt;
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In the info section take note of the RGB values for each shot.&lt;br /&gt;
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[[Image:Photoshop.png]]&lt;br /&gt;
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*Back in Asset Manager select the color you&#039;d like to edit &amp;amp; choose define custom color.&lt;br /&gt;
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[[Image:Color.png]]&lt;br /&gt;
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Enter the corresponding RGB values from Photoshop &amp;amp; click ok. Do this for all the colors you&#039;d like to change.&lt;br /&gt;
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If the sky is too bright in the water try changing the Luminance value to a darker setting.&lt;br /&gt;
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If you&#039;re happy with the settings create the texture &amp;amp; it&#039;ll be ready to go in radiant for you to use.&lt;br /&gt;
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When compiling your map, the water texture gets included in the .FF files so it&#039;s not required in the .IWD file.&lt;br /&gt;
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by &#039;&#039;Gerry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Gerry</name></author>
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