Well, seems like you earned yourself a beer.... so reach into your pockets and buy one
....
On a more interesting note, looks good Nockar, I respect the work you put into this. Your water color is darker than ours, but still very good. My suggestion (since you got this far), is to test boats on your water. Its not enough just to make translucent water, now you need to go into your boat scripts and change the land tile ids... if you did this the way I think you might have, your water tiles are fused statics and not land tiles...
If use land tile water then when you raise and lower it in centrED it will create a hill or a pit/hole in your map... therefore your sea floor needs to be land tile and your water above it needs to be set as static tiles and added manually into the mul files with the correct flags set. How do I know this... well I've done it through trial and error.
What you are checking for with the boats is to make sure that your boats sail without squares underneath it. They should glide across the water seamlessly. That question you asked me earlier this week? Yea thats the issue that would come with the problem you were having. The other thing is that you need to not only change the water hues, but you also need to edit a few other scripts and animations to make this fluid. I'll let you figure that one out on your own. The boxes near the shallow water are put there by the compiler to identify shallow areas... its like the border or something between deepsea and coastal waters. OSI even has them in a lot of locations, you'll remember them if you've played on the commercial shards because they are the blue boxes that appear on your ship on occassion as you approach a shoreline.
In addition please note that this process of converting an entire ocean takes a lot of time and patience. Its not a quick transition like it seems in the description above. If anyone needs additional help with this and you all are truly interested in full oceans that have both sea depth, land elevation and translucent rivers, oceans, and waterways then you can pm me and we'll set you up.
Not trying to discredit the work Nockar put into this, but its of my own observation that this info was released half-descripted and not enough detail... therefore too soon. I'll be interested to see how many people respond with complaints that their boats are moving or the fishing script is messed up and doesn't mesh with the server colorwise. Those who truly care about detail oriented, role playing servers will care about the quality of information not how fast one was able to share it in a half-cocked way. Just my 2 cents.
FYI: I work with a few other people and have done a lot of Ultima artwork and my team has put together hundreds of coral heads and underwater optical illusions which make static fish look like they are swimming. In addition we can show you how to make coral heads and animated sea vents and sea creatures.
Nockar, just thought it was fair I added this notation because people are going to have a lot of issues with this. There are issues with the way tiles are drawn in UO which make the Box problem cause issues with things like boat movement etc. I've found a way around this, but it requires a lot of knowledge as to how tiles are fit together and I'll give you one hint:
Here Is The Difference: Ours: