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Documentation: extensions: add documentation piece for lightmapped water
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## Lightmapped water | ||
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Xash3D FWGS supports lightmapped water, as an extension. It adds three new cvars and new worldspawn key values. | ||
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### For level designers: | ||
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If you're a level designer and intend to make your level to have lightmapped water, you can put these keyvalues to worldspawn entity description (always first entity in entities list): | ||
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| Key | Value | Description | | ||
| ---------------------- | ------- | ----------- | | ||
| `_litwater` | integer | Set to any non-zero value to enable lightmapped water. Overrides `gl_litwater_force` cvar value. | | ||
| `_litwater_minlight` | integer | Minimal lightmap value water surface will receive. Helps to avoid too dark areas when water isn't properly lit. If not set, defaults to zero. | | ||
| `_litwater_scale` | float | Scales up lightmap value for water surfaces. If not set, defaults to 1.0. | | ||
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## For players: | ||
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Some of the maps already have computed lightmap for water surfaces and sometimes water has been properly lit but the support hasn't been declared by the level designer. | ||
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As a player, you can enable it in `Video options` menu or through console with `gl_litwater_force` cvar. There are also `gl_litwater_minlight` and `gl_litwater_scale` cvars that function similar to keys above. The default values has been set to `192` and `1.25` respectively to slightly avoid issues with maps that wasn't intended to have lightmapped water. |