> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rageon.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Water

> Draw pools, fountains, rivers, shallows, and world water, then tune how the surface looks and whether you can swim in it.

The **Water** tool draws a water surface the same way **Create geometry** draws a shape. Pools, fountains, rivers, and shallows become water you can swim in. World water becomes quads in `water.xml`, the water layer of the whole map.

## Draw water

**1. Pick a type**

Click **Water** in the left dock or press `0`. In the **Water** node, open **Type**.

![Water node with the Type list open showing Water · pool, fountain, river, shallows, and world](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/structures/structures-water-node.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=fe09d7205847dfdb2c6e2c62ed744177)

The five water types in the Water node.

**2. Choose a shape**

**Shape** is **Plane** (drag a rectangle), **Flat outline** (click corners, then click the first point or press `Enter`), or **Strip along a path** (click the course, press `Enter` to finish). Choosing a strip with **Water · pool** or **Water · fountain** switches **Type** to river. **Pointer** in the transform bar sets what the pointer can land on while you draw.

**3. Set the height and draw**

**Z level (m)** is the height of the water surface. For a river, set **River width (m)** (0.1 to 500) and click from where the water comes to where it goes: each point takes its height from where you click. `Backspace` removes the last point.

The dock switches to **Edit geometry** with the new surface selected. It is named after its type, for example "Water · pool 1".

![Structure tree with Water · pool 1 selected and Object · Plane parameters below](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/structures/structures-water-pool.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=29a95cf62a5b0252366183a7a66b4f1a)

A pool drawn in the scene, listed in the tree as Water · pool 1.

## Water settings

Select the water faces and scroll to **Material**. **Type** keeps the water type. **Water** holds the settings for that type, and **Game default** resets them all to the game's usual values.

![Material Type set to Water · pool with Color, Murk, Ripple size, Ripple relief, Shine, Shine falloff, and Surface set to Drawing and swimming](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/structures/structures-water-bench.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=5dde162d858dec6feee6ba01ed519292)

Pool settings and the swimming surface.

| Type | Settings |
| - | - |
| **Water · pool**, **Water · fountain** | **Color**, **Murk** (0 to 1), **Ripple size**, **Ripple relief**, **Shine**, **Shine falloff** |
| **Water · river**, **Water · shallows** | **Color**, **Ripple size**, **Ripple relief**, **Ripple speed**, **Shine**, **Shine falloff**, **Flow** (0 to 1), **Flow rotation (°)** |
| **Water · world (water.xml)** | **Opacity (a1–a4)** (0 to 255), **Calming** (0 to 1), **Wave height** (0 to 5), **Wave direction (°)** |

* **Flow rotation (°)** is the direction of the current on level water. A river drawn with the **Water** tool already flows from its first point to its last.
* **Wave direction (°)** is disabled while **Wave height** is 0.
* Changing **Type** away from water drops the water settings.

### Swimming

**Collision** > **Surface** is **Drawing and swimming**, **Drawing only**, or **Swimming only (invisible)**. It does not apply to world water.

## Pool or world water

Use **Water · pool** inside a room. World water is one flat, level rectangle for the whole map, and the game does not draw it indoors: you could swim in it without seeing it. Draw world water in a structure, not in a prop.

## Troubleshooting

> **… world water face(s) is/are not level. water.xml only has flat rectangles: level it or use river water.**
>
> This blocks export. Make the faces horizontal, or change **Type** to **Water · river**.

> **… world water face(s) … inside a room. The game does not draw world water indoors: you can swim in it but not see it. Use pool water inside.**
>
> This is a warning. Change **Type** to **Water · pool** for water inside a room.

> **World water became … water.xml quads (more than …). The whole sea of the game uses 566.**
>
> This is a warning. Draw a smaller area, or fewer separate pieces.

> **World water too large for a single level: split it into parts of up to 4 × 4 km.**
>
> Draw the water in several pieces.

> **A prop has no place in the world: its world water is left out of the export.**
>
> World water drawn in a prop is skipped. Draw it in a structure instead.

> **Use at least 3 points without crossing edges, with a minimum area of 0.25 m².**
>
> Add corners to the flat outline so its edges do not cross.

For how to move, edit, and undo the surface after you draw it, see [Geometry](/projects/structures/geometry.md).


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