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xash3d-fwgs/Documentation/extensions/litwater.md

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Lightmapped water

Xash3D FWGS supports lightmapped water, as an extension. It adds three new cvars and new worldspawn key values.

For level designers:

If you're a level designer and intend to make your level to have lightmapped water, you can put these keyvalues to worldspawn entity description (always first entity in entities list):

Key Value Description
_litwater integer Set to any non-zero value to enable lightmapped water. Overrides gl_litwater_force cvar value.
_litwater_minlight integer Minimal lightmap value water surface will receive. Helps to avoid too dark areas when water isn't properly lit. If not set, defaults to zero.
_litwater_scale float Scales up lightmap value for water surfaces. If not set, defaults to 1.0.

For players:

Some of the maps already have computed lightmap for water surfaces and sometimes water has been properly lit but the support hasn't been declared by the level designer.

As a player, you can enable it in Video options menu or through console with gl_litwater_force cvar. There are also gl_litwater_minlight and gl_litwater_scale cvars that function similar to keys above. The default values has been set to 192 and 1.25 respectively to slightly avoid issues with maps that wasn't intended to have lightmapped water.