Ok, I built a 10km square box, with a 0m height, and loaded it into layout. At first it looked really small, but layout always resizes the grid - the display panel had the grid at 5km, a switch to 1m made it look like a horizon. I made a surface with textures on the color, reflection and bump channels. You can see the settings when you load it. There's a fractal noise procedural on the color - to add a tint of green randomly. There's an incidence angle gradient on the reflection - ( you could also use a light incidence on it). Lastly, there's three procedural texture layers on the bump: coriolis, fractal noise and crumple. two are additive, and one is multiplicative.
That .srf file is a lightwave surface file - just open lightwave's surface editor, and hit load, then apply it to your ocean object. Like I said, the values are 10m at the largest, so if your models are small, you may have to alter the surface values. A 1m Falcon against a 10m wave will look silly.
BTW, if you're using Skytracer for your backdrop, that's why it looked lifeless - skytracer isn't included in radiosity calculations. A bright skytracer backdrop won't change the lighting for the scene. That's why you'd have to "render warp images", to create a texture that can be luminous.
[This message has been edited by deadguy (edited 12-20-2001).]