WaterLevel Property

Usage:
   GeometryTemplate.WaterLevel number

Argument values:

argument 1:    range is 0 to 95; most commonly 0

Description: This property sets what height the sea, lakes, and rivers begin at. Note that all terrain below this level is submerged, i.e. you cannot have a wet lake next to a dry lake bed, nor have a river run downhill or at different levels. SeaFloorLevel determines the deepest anything (e.g. a sub or depth charge) can go.

Related properties: DetailTexName, File, MaterialMap, MaterialSize, SeaFloorLevel, TargetTriCount, TexBaseName, TexOffsetX, TexOffsetY, WorldSize

Used in object types (always present 100% of the time): patchTerrain

Used in a total of 35 .con files: Terrain.con

Parent directory of these .con files: Bf1942/Levels

Example: (from Bf1942/Levels/Tobruk/Init/Terrain.con)
   rem
   rem **** Initialize Terrain *****
   rem
   GeometryTemplate.Create patchTerrain terrainGeometry
   GeometryTemplate.File bf1942\levels\Tobruk\Heightmap
   GeometryTemplate.MaterialMap bf1942\levels\Tobruk\Materialmap
   GeometryTemplate.MaterialSize 1024
   GeometryTemplate.TargetTriCount 5000
   GeometryTemplate.WorldSize 4096
   GeometryTemplate.YScale 0.6
   GeometryTemplate.TexBaseName bf1942\levels\Tobruk\Textures\Tx
   GeometryTemplate.TexOffsetX 4
   rem **** MatsD: Skip last 10 rows of patches only row 0-5 is used on Tobruk
   GeometryTemplate.TexOffsetY -10
   GeometryTemplate.DetailTexName bf1942\levels\Tobruk\Textures\Detail
   GeometryTemplate.WaterLevel 25
   GeometryTemplate.SeaFloorLevel 16
   GeometryTemplate.LodDistance 350


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