in my river tiles i have
0 res lod
100 res lod
900 res lod
texture on all 3 above lod = ca\structures\pond\data\normalmap1_dxt5.paa
material on all 3 above lod =ca\structures\pond\data\calmwater01.rvmat
roadway LOD
texture on above lod = ca\structures\pond\data\watersurface_ca.paa
works fine for me at distance and all lods have same textures as the Cube in the water test i sent ya , obviously Lodnoshadow 1 s property in al res to avoid this darkening effect.
i did however have a problem with certain angles at distance but i reduced the angle of the land , yours is a lake so i guess you shouldn't have this effect .
here is a snippit which is commented about water from the Bin incase you struggle achievin what you need with the above and decide to go for the general water option .
class CfgMaterials
{
// Water material is used for sea landscape parts
class Water
{
PixelShaderID = "Water";
VertexShaderID = "Water"; // mutlipass/alpha is not used on water
//ambient[] = {0.4,0.4,0.5,0.6}; /// last number is water alpha
//diffuse[] = {0.95,0.95,1,1};
//ambient[] = {0.4,0.4,0.5,0.6}; /// last number is water alpha
//diffuse[] = {0.47,0.47,0.5,1};
// color when there is no water texture
/// applied to both deep and shallow water
// Alpha is the basic transparency on water depth 0 (shore)
ambient[] = {0.016,0.0264,0.040,0.4};
/// applied to shallow water only, based on light direction
diffuse[] = {0.032,0.128,0.128,1.0};
forcedDiffuse[] = {0,0,0,0};
//diffuse[] = {0,0,0,1.0};
//forcedDiffuse[] = {0.078,0.098,0.115,1.0};
specular[] = {1,1,1,0};
specularPower = 4;
emmisive[] = {0,0,0,0};
class Stage1
{
// normal map expected here
texture="#(rgb,8,8,3)color(0.5,0.5,1.0,1)";
uvSource="texWaterAnim";
class uvTransform
{
aside[] = {0,4,0};
up[] = {4,0,0};
dir[] = {0,0,4};
pos[] = {0.2,0.5,0};
};
};
class Stage3
{
// special texture expected
texture="#(ai,16,64,1)waterirradiance(16)";
uvSource="none";
};
class Stage4
{
// Texture to be overridden by engine
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
uvSource="none";
};
class Stage5
{
// Texture to be overridden by engine
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
uvSource="none";
};
};