Hey Wacko.
What the level designers did in Omaha beach was have a wavy ocean (targetname/ocean_wavy) as a script object to be "shown" while you were in the Higgins boat.
Once the Higgins boat landed, and you were going to deploy(somewhere around that time) they "hid" the wavy ocean, and "showed" the ocean_calm.(targetname/ocean_calm)
They scripted this, so that is why they are script_objects.
Resizing the textures on your brush/mesh is the way to go.
Here are some pics from my testmap (which I will send you BTW if you want it....)
In both of these, the shoreline texture is a brush, and the deepbluesea_runup is a patch mesh.
For this map, I sized the mesh(deepbluesea_runup), and then in the Surface Inspector
Adjusted Horizontal and Vertical size to 10, and rotated 180 degrees.
The shoreline is Horizontal Size 12, Vertical size 4 No rotation.
I typed the values directly in the fields! Patches and the SI are buggy, so the only way to avoid problems is to type the values instead of using the scroll tabs.
The way they did this, the player CANNOT go past the shoreline into the runup. You MUST clip it. Else it will not work. (In order for the slight surface movement not to be seen as a gap, the patch is a few grid below the shoreline brush.)
You can fix this by copying the files, and creating your own texture.
All you would need to do is remove the "DeformVertexes" lines from the water shader, and of course rename the texture. But it can still call original images for the texture.
Hope I was clear enough!
Kill Ya Later!
@mohaa_rox.......I remember you now! I know your name looked famililar! How's everything? Anything new coming up in the MoHAA mapping world?