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Just setting it as you map script should make anything below z = 0 act as water. It uses some custom particle effects for splashes.
I didnt know you could bake diffuse from nothing
Nice work!
- Added skybox and improved lighting.
- Added normal maps to the waves.
- Optimixed texture sizes.
- Buoyancy calculations now take the approxiamte volume of the prop in consideration (still not mass though).
I tried a sun particle effect that follows the player around on a set distance too. It worked okayish, but it probably won't work now that it's multiplayer.
It shouldn't be hard to get good preformance on a clear sky at least, the clouds seem like the trickiest part.