Creating a Waterfall Material
This is a Tutorial to create a Waterfall material. It will scroll downward and refract the image behind it, and optionally reflect.
The bump map
For a waterfall you need a Normalmap which Refracts the light so that the things behind it gets distorted. I used The_GIMP with a normalmap plug-in for this Tutorial.
- Make a new Image with a maximum size of 1024x1024, I used a size of 512x512 pixels.
 -  We create now a solid Noise so you go to Filters → Render → Clouds → Solid noise. Set:
- x to 16.0(the highest possible)
 - y to between 1.0 and 3.0
 - Detail to 15(highest possible)
 - Finally, you must check the Tileable box to make it seamless.
 
 - Save your file as TGA and open it with VTFEdit.
 - Check the texture config dialogue's Generate Normal map box and set:
- Filter to 4 Sample
 - Height Source to Average RGB
 - Scale to 9.0
 - Normal Format and Alpha Format to RGBA8888.
 
 - Save this bump map in a folder like "nature/" in your mod materials folder or game materials folder and give it a name like "waterfall_n.vtf".
 
The Material
The basic Material
At first you have create a materialfile(vmt) and name it waterfall.vmt or similar. In the materialfile you should use the LightmappedReflective shader:
LightmappedReflective
{
}
So we don't need a $basetexture but we need a $RefractTexture and optionaly a $ReflectTexture.
The attribute for the $RefractTexture parameter is _rt_WaterRefraction and for $ReflectTexture is it _rt_WaterReflection.
Now it should look like this:
LightmappedReflective
{
	$RefractTexture _rt_WaterRefraction
}
That is now the base of our Material. Now we add the Normalmap with $normalmap and the path to it like "nature/waterfall_n".
For the right refraction amount we add $refractamount with a value between 0 and 1 like 0.08.
LightmappedReflective
{
	$RefractTexture _rt_WaterRefraction
	$normalmap nature/waterfall_n
 	$refractamount .08
}
See Water (shader) for more commands you'll want to use.
Scroll animation
When you use your material in a map you should see that the refraction looks frozen, so you must add a "Scrolling" effect.
We can do this with an animated texture, or for the easier way we can add the TextureScroll material proxy:
Proxies
{
	TextureScroll
	{
		texturescrollvar $bumpTransform
		texturescrollrate 1.3
		texturescrollangle 270.00
	}
}
So now the whole vmt should look like this
LightmappedReflective
{
	$RefractTexture _rt_WaterRefraction
	$normalmap nature/waterfall_n
	$refractamount .08
	Proxies
	{
		TextureScroll
		{
			texturescrollvar $bumpTransform
			texturescrollrate 1.3
			texturescrollangle 270.00
		}
	}
}
Optional: Reflection
When you want Reflections you must add $ReflectTexture, $reflectamount and $fresnelpower. Use for $fresnelpower a value of 5 because I think it looks the best. For $reflectamount you must find your own value because there is no "Perfect value".
"LightmappedReflective"
{
	"$RefractTexture" _rt_WaterRefraction
	"$ReflectTexture" _rt_WaterReflection
 	"$normalmap" "nature/waterfall_n"
 	"$refractamount" .08
 	"$reflectamount" .3
	"$fresnelpower" 5
 	"Proxies"
	{
		"TextureScroll"
		{
			"texturescrollvar" "$bumpTransform"
			"texturescrollrate" 1.3
			"texturescrollangle" 270.00
		}
	}
}
TODO
- embeding into a map