Parent : singlesceneitems
Provides rolling surf on an ocean. Refer to ocean for more general information.
All spatial values are relative to the length and width of the surf quad. Eg if the length of the quad is 6 units and the 'shorewidth' is specified as 0.3333 then the waves will break at position 2.
SURF
Unlimited list of SURF elements
surfy float
y value at which a quad in the terrain is consider to be a surf quad
wavetime float
Time a wave takes to reach the shore
waveheight float
Height of the single wave
shorewidth float
Distance at which the wave breaks. From the shore to the shore width alpha can go from zero to the true alpha giving the appears of clear water at a players feet.
distancewavesenabled float
Distance from the camera at which a wave is enabled
wavewidth float
Width from the front to back of a wave
fademethod string
Is enumerated type 'static' and 'bydistance'. Sea close to the shore usually has higher transparency to give the appearance of clear water at a players feet. The higher transparency can be switched off when a player moves a certain distance from the quad ('bydistance' with using attributes 'distancezeroalpha' and 'distancepower') or can remain transparent no matter how far a player is from the wave ('static');
distancezeroalpha float
Distance at which allow zero alpha between shore and 'shorewidth' is visible. Only used if 'fademethod' is 'bydistance.
distancepower float
Factor used in reducing alpha as a factor of distance from camera when using 'fademethod' is 'bydistance.
surfaceoffsetspeed float
Factor specifying the speed at which texture is offset
surfaceoffsettype string
Is enumerated type of 'rolling' and 'surf'. Rolling offsets the surf texture to give the appearence of rolling waves while 'surf' is for more 'surf' like waves.
originalalphastart float
From zero to shorewidth specifies the alpha at the shore. Eg if you want right at the shore to be clear then zero 'originalalphastart' to zero