Water quad data
Water surfaces are authored in XML separately from map drawables. The world file is
common.rpf/data/levels/gta5/water.xml, with tuning in common.rpf/data/watertune.xml. Island water uses
water_heistisland.xml and watertune_heistisland.xml under the title update’s corresponding common-data paths.
Observed
The documented world/island state selects one water file at a time. Loading Cayo Perico does not imply that both files’ surfaces are simultaneously active. Observed
Water quads are axis-aligned rectangles in east/north coordinates at a stored height z. The sea is at zero in the
inspected data; lakes, rivers and pools can lie above it. A quad also carries a1–a4, invisibility, limited-depth
and no-stencil flags. Observed
Number the corners as 0=(minX,minY), 1=(maxX,minY), 2=(minX,maxY), 3=(maxX,maxY). The type selects the
following footprint. Observed
| Type | Footprint | Confidence |
|---|---|---|
| 0 | Whole rectangle | Observed |
| 1 | Corners 0, 1, 2 | Observed |
| 2 | Corners 0, 3, 2 | Observed |
| 3 | Corners 1, 3, 2 | Observed |
| 4 | Corners 0, 1, 3 | Observed |
Separate calming quads store wave dampening over rectangles, while wave quads store amplitude and direction.
Tuning includes a SpecularFalloff value for the water shader. Observed
The foam material effects are a separate rendering feature; an effect
named water_*foam does not establish an additional quad-defined water body. Observed
The fields are retained as authored, but their complete CPU and shader interpretation is not established here. Unknown