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Water quad data

RAGEWaterApplies toGTA V

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

How do all quad flags and corner values affect the final surface?

The fields are retained as authored, but their complete CPU and shader interpretation is not established here. Unknown