I played around with this stuff last year, to make better stream textures. While I cant seem to remember what I did with the textures/script/material, I remember that when using the animated normalmap + refraction, it only looked any good with quite a lot of specular on it to bring out the details.
I was generating the strip texture from script, as animating with multiple files can cause trouble, as well as being slightly cheaper. Just using a scale with instant jump worked quite well to move along the strip.
Edit : Oh, found the material and
two texturesCode:
textures/darkmod/serp/animatedtest
{
water
{
blend bumpmap
map textures/temp/wavelong
scroll table32[ time*0.9 ] * 0.03125, 0
}
{
vertexProgram heatHazeWithMask.vfp
vertexParm 0 table32[ time*0.9 ] * 0.03125, 0
vertexParm 1 1.3
fragmentProgram heatHazeWithMask.vfp
fragmentMap 0 _currentRender
fragmentMap 1 textures/temp/wavelong
fragmentMap 2 textures/water_source/vp_water
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 _flat // Bump
fragmentMap 2 textures/water_source/water_green // Diffuse
fragmentMap 3 _black // Specular
}
}