by Urre » Tue Oct 30, 2007 3:02 pm
Preach: when it comes to that, I'd say it depends on wether the engine finds mod/map/entity specific info. If a mod wants their water to look a certain way, they can provide a file with info for that. It could also be map specific, entity specific, or much rather, shader specific. DarkPlaces already has a lot of shader stuff going on, which specify a lot of appearance info. It could just be expanded. Then, if the engine doesn't find any info, it should just use default values, some of which could perhaps be changed by cvars.
And yeah, I doubt any engines use the old glquake water warp. Unless ofcourse, you're running glquake.
I was once a Quake modder