Hi.
 I've tried to create a water-shader with the properties of glass (shine, transparent etc.), just as water.
 So, my water got glass :/ it's solid and there are no plash-sound and so on. Perhaps, you may help me?
 That's my shader:
 
 textures/matrix/water
 {
 qer_editorimage textures/matrix/water1.tga
 q3map_tesssize 64
 qer_trans 0.1
 surfaceparm nonopaque
 surfaceparm nonsolid
 surfaceparm water
 surfaceparm trans
 q3map_material Water
 q3map_nolightmap
 q3map_onlyvertexlighting
 
 {
 animmap 8 textures/matrix/water1.tga textures/matrix/water2.tga 
 textures/matrix/water3.tga 
 blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
 }
 {
 map textures/matrix/glass_shine3
 blendFunc GL_ONE GL_ONE
 tcGen environment
 }
 }
 
 where is the mistake :confused: 
 Thanks. Greetz, SeRig (known as the German mapper 'Thrawn').
  
 
  
  
    Does the shader actually work? I mean can you see the animmap with the shiny surface on top of it?
 
 If that's the case have you remembered to add your .shader file to shaderlist.txt; it needs to be in there otherwise the brushes with that texture on will not be compiled as water.
 
 You should also add surfaceparm water in there; I'm not sure if it's deprecated now but add it just incase. Oh yeah and seen as it's water sort seethrough
 
 Also remember to make a brush in system/caulk_water then texture the top surface with your shader - that's just to for FPS and so on but it's good to do it!