Interesting - I hadn't seen the first case. I guess ATI drivers just randomly pick which texture to use? Is there any rhyme or reason to when it uses the blue-ish texture (normal map) vs the red/green texture (offset map)? If anybody wants to take a stab at fixing this, it may be possible to do from pball/scripts/water1.arbf, unless the texture binding in the engine itself is the issue (of course, that's open-sourced as well - just don't use a modified version online).