  <-------------------------------------------------------------------->
<-+--------------------------------------------------------------------+->     
.:|                       Doom3 Water Assets                           |:.
  |                       by inolen and idiom                          |
  |                                                                    |
  |                       http://www.inolen.com                        |
  |                       fiscael@gmail.com (idiom)                    |
  |                                                                    |
  | |----------------------------------------------------------------| |
  |--+:-                      General Info                        -:+--|
  | |----------------------------------------------------------------| |
  |                                                                    |
  | First off, you guys need to thank idiom for this even existing. If |
  | it wasn't for him nagging at me night after night, I wouldn't of   |
  | ever got around to working on this. Also, thanks to Brian for      |
  | being very helpful when we needed it. This package includes a      |
  | basic fresnel shader for the water, some crummy water fx, some     |
  | minor code changes to make it all work, and idiom's test map.      |
  |                                                                    |
  | |----------------------------------------------------------------| |
  |--+:-                      Code Notes                          -:+--|
  | |----------------------------------------------------------------| |
  |                                                                    |
  | All the code changes are marked in each file by a // inolen        |
  | comment near them. I tried to comment every little change, but I   |
  | might of missed one or two, so be sure to look over the functions. |
  | Uhm.. I made that BulletWaterTrail function, but then I noticed    |
  | the traces never detected the water brush unless the water         |
  | material contained the "water" parameter. I don't really get this, |
  | as we set the contents properly when it spawns. Unless the SDK or  |
  | engine automatically ignore entities with CONTENTS_TRIGGER while   |
  | doing a trace. Anyways, then if you added the water parameter,     |
  | entities and stuff would not fall through the water properly.      |
  | I stopped working on this project then, so I didn't look into      |
  | those problems extensively.                                        | 
  |                                                                    |
  | |----------------------------------------------------------------| |
  |--+:-                       Map Notes                          -:+--|
  | |----------------------------------------------------------------| |
  |                                                                    |
  | There are some important things to note when using this water.     |
  | The vector to viewer is calculated per vertex so when creating a   |
  | patch with the inolen_water_mirror material, the higher the        |
  | subdivisions you use, the more accurate the transparency           |
  | calculation will be.                                               |
  |                                                                    |
  | The mirror effect is done using mirrorRenderMap and so it is       |
  | limited in the same ways as a normal mirror.                       |
  |                                                                    |
  | It is important to stretch the texture of the water-brush using    |
  | inolen_water otherwise the distortion becomes too repetitive. This |
  | can however be edited to however you wish.                         |
<-+--------------------------------------------------------------------+->
  <-------------------------------------------------------------------->

dante_uk - Additional.

I added the water code to my winamp mod and produced a release( ie not debug ) 
version of the binaries for Windows & Linux.

I alterated the test map to contain 8 water pools.

1 - The original water by inolen & idiom.
2 - A varation on the above.
3 - I material by me
4 - I material by me
5 - Mordenkainen
6 - Mordenkainen
7 - water07 / water07_surf  ( have a go, please !! )
8 - water08 / water08_surf  ( have a go, please !! )


The goals of good water materials:
Reflection of surroundings.
Surface movement.
Distortion & fog from inside.