Installation: open 7zip file, drop stFlow\ in MODS folder, use JSGME/CM to install.
Or, open it up, drop sdk+system into your AC root (they don't overwrite any built in files)
For modders:
Additional parameters are
offsetDSpeed (x,y) -> adds this much to UV coordinates of diffuse texture every second
offsetNMSpeed (x,y) -> adds this much to UV coordinates of first normal texture every second
offsetNMdetailSpeed (x,y) -> adds this much to UV coordinates of second normal texture every second
detailNMmult (x) -> just detail multiplier, nothing special
pauseTiming (x,y) -> x = how long to pause, y = how long to not pause (so you can have a marquee that stops every so often). If you set y=-1 then it doesn't slide, only adds offset every x amount.
Suggested use: Large waves in one normal map, small ones in the other, large waves moving faster in the direction of water flow, small ones moving at a different direction and slower. Just your typical reflective fresnel (0.04 c, 4 exp, 0.8 max). Make the diffuse texture the static colour of the water and don't animate it for flat water, maybe animate it for falling water.
Since it's constant in UV, if you want something to vary in speed you can stretch out your UVs in segments.
Example video -> https://gfycat.com/SafeFrequentAlligator
Or, open it up, drop sdk+system into your AC root (they don't overwrite any built in files)
For modders:
Additional parameters are
offsetDSpeed (x,y) -> adds this much to UV coordinates of diffuse texture every second
offsetNMSpeed (x,y) -> adds this much to UV coordinates of first normal texture every second
offsetNMdetailSpeed (x,y) -> adds this much to UV coordinates of second normal texture every second
detailNMmult (x) -> just detail multiplier, nothing special
pauseTiming (x,y) -> x = how long to pause, y = how long to not pause (so you can have a marquee that stops every so often). If you set y=-1 then it doesn't slide, only adds offset every x amount.
Suggested use: Large waves in one normal map, small ones in the other, large waves moving faster in the direction of water flow, small ones moving at a different direction and slower. Just your typical reflective fresnel (0.04 c, 4 exp, 0.8 max). Make the diffuse texture the static colour of the water and don't animate it for flat water, maybe animate it for falling water.
Since it's constant in UV, if you want something to vary in speed you can stretch out your UVs in segments.
Example video -> https://gfycat.com/SafeFrequentAlligator