Doesn't seem to matter what the hardness is set to (ie 101 or 1000), the water goes dark.
MapHardness setting in SMD overrides water settings
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MapHardness setting in SMD overrides water settings
Seems that if one uses the MapHardness tag in an smd file, the water goes full 'opaque' (well not-translucent ).
Doesn't seem to matter what the hardness is set to (ie 101 or 1000), the water goes dark.

Doesn't seem to matter what the hardness is set to (ie 101 or 1000), the water goes dark.
The tag MapHardness is only called 2 times in sources. When it is read from the SMD, and when baseStrength is calculated (baseStrength is used to calculate the size of the crater).
baseStrength=-pow(strength,0.6f)*3/mapHardness;
So in fact, it take strength, which must be the power of the weapond, calculate strength^0.6, multiply by 3 and divide by mapHardness.
So it shouldn't crash the water like it does.
(if any one understand why it is -pow(...) and not pow(...), tell me :). And another fun stuff i will test, MapHardness is float, so it can be negative :))
baseStrength=-pow(strength,0.6f)*3/mapHardness;
So in fact, it take strength, which must be the power of the weapond, calculate strength^0.6, multiply by 3 and divide by mapHardness.
So it shouldn't crash the water like it does.
(if any one understand why it is -pow(...) and not pow(...), tell me :). And another fun stuff i will test, MapHardness is float, so it can be negative :))
