Making the texture move about, and also using the same method to make Contact Ripples (where the water touches solid objects) has helped a lot.
However something is still missing.
Taking a stroll to Eder Kemo and Gira, I've been studing their water there. Waterfalls? No problem! Using the method we have, I've made what looks like a spring coming from rocks with a waterfall into my pond in Camp Bravo Day Time, and it looks darn good and believable. Add sound and contact ripples and it will be perfect.
Now, however, the face of the pond....and the pool too. I've got them slowly moving....but this isn't a river or creek, or channeled water. It's a pond like you have in Kemo and Gira.
one thing is the Enviormental Map needs to be done. To make it look like the water is reflecting the sky, etc. I know this, and by god I swear I'm going to take the time out to learn to do this!
But it's more than that. It's the actual ripples in the water. I don't mean the contact ripples around the edges. But the ripples in the middle of the water, what seems to be going up and down.
I do know that if you go and take a look at the water in Ahnonay, boy do you have a lot going on there. And I actually have achieved a good portion of this with my swimming pool, by having several textures applied to my water, and moving them in different directions.
But that's still not the same thing as in Kemo or Gira.
Looking at these Ages in Blender, I don't see much in the way of what textures were applied. Let me concentrate on the fish pool in Kemo at the end of that Age.
There is one mesh there that is the water surface. The texture that they used is blue/green with static looking ripples.
It also has a 2nd texture applied, a blend ramp.
Of course I imported this Age back using the old 0.5 plugin. And I'm not sure if the new plugin, if it could be forced to import Ages again (


Okay, gotta go help do something.