The River - Matthew 'Bushboy' Trow
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Textures
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Special water texture (see included Wad file)
Whatever else you desire.

Entities
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Func_illusion for the special water texture
Func_push for the water current

Notes
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This is a normal river current type func_push with an added extra
of a texture which makes the surface of the water look like its
moving.

Create a river with the normal Quake texture, put a func_push
brush near the bottom of the river (that way the player can still
rise above the func_push and swim back up river.)
Then just above the surface of the normal water texture, make a
brush the same width & length, but make the thickness as thin as
possible (about 2 should do it) 
The reason for making the brush very thin is because when the player
swims to the surface of the river, there is a bit of a jump in textures
, making it very thin alleviates that problem.
Give the brush the special animated water texture (Load the attached Wad into your favourite
editor) and then make the brush a func_illusion so the player falls
through it into the normal water texture below.

There you have your river.

I got the idea for the animated water from Dave Weiden, who created the
same effect using lava - I was surfing around cdrom.com and found it there.
It is a bit difficult to make the texture at first, and it took me a 
while to figure out how to do it.
here is some basic guidelines to help you create your animated textures:-

1.)Get hold of a texture editor which can extract images from 
   the Quake Wad in a graphics format such as BMP - MipDip is good
   for this, you'll find a link to MipDip at one of the popular
   Quake sites.

2.)Extract the Water, or Lava texture from the Quake Wad and open
   it up in your favourite graphics editor - Paint Shop Pro is one
   of the best ones, and the shareware version can be found lurking
   all over the net.

3.)The best thing to do now is to stretch the image out a bit -
   in the case of the original Quake water textures, they are
   64 wide by 64 high, so make enlarge the image to 64 wide by 128
   high - this gives a better effect for running water.

4.)Ok, now you have your first image, create an directory and 
   save the image as +0water in PCX or BMP format.
   Make sure that you have Loaded in the Quake Pallete first !!
   (and that the image is a multiple of 16)

5.)Now for your second image - this is where it gets difficult.
   Go to your first image and using the box cut tool, start cutting
   16 pixels from the top and directly on the left edge of the image
   drag the box all the way down to the bottom left corner.
   Now cut & then paste as a new image.
   If your original image was 64x128, your new pasted image should
   be 64x112.
   Enlarge the canvas to 64x128 (make sure center image is not selected)
   You should see a section at the bottom of your new image that
   has no texture, go back to your original image and cut out the top
   16 pixels down and 64 across.(The bit that is left over)
   Go back to your new image and paste this into the empty space.
   Save your new image as +1water in PCX or BMP format.

6.)Take this new image (+1water) and repeat the process above.

7.)When you reach +8water, you have all of your images.

8.)Now you have to put the images into a WAD file.
   There are a few programs around that can do this -
   Some of the easiest are Newwad and MipDip.
   
   Newwad is a DOS program, and is Quick and easy to use.
   It requires that all your images have been saved in PCX
   format.

   MipDip is a Windows program with an excellent interface
   for viewing WAD files and adding in new textures.
   With MipDip you can paste your in your graphics directly
   from a paint program, so you don't have to worry what 
   format you saved the images in.

   Both these programs can be found on most of the popular
   Quake sites and come with TXT files to help you use them.

9.)Once you have created your WAD file, load it into your
   editor and check to see if your new animated texture/s
   work.

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Ok - you don't have to follow the above exactly, maybe there
are easier ways to do it, if you know of any, email me.
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Using the animated water texture, you could create a convincing
waterfall effect without complicating things by using func_trains etc.

As for the river, you'll notice that in the BSP I included in the
zip, you cannot see the animated water texture moving when you are
below the surface of the water looking up.

Bummer.