I am not sure if you can use a portal reflection on a transparent brush or not. If you wanted water like in some of the high end maps you see where it reflects the sky in a really cool way, you need to take your sky textures and use the one for upa nd make it kinda blurry and a bit distorted then use it in the shader. Annother idea you could try if you want it to actually reflect images like the players, is use a portal mirror on the BOTTOM of the water area, like the bottom of a lake. ANd then just put normal transparent water in the lake or whatever. But then you have a small problem if players can actually go under the water and move around enough or go down far enough that the caera can go under water. I suppose you could try to make a nonsolid mirror brush right under the surface of your water and have it VERY thin. That way the water is there and if the player looks down from above water they see the reflection but if they jump in they are under the reflective brush and dont see the reflection anymore. JUst texture the underside of the mirror brush with caulk_water I guess. I think your best bet would be to use a combination of my last idea with the shader having the faked reflection of the sky in it. Look at this duel map by phZ. It has a really cool ice shader effect that I like alot, use the same concept for the distorted reflection in the ice for your water:
http://www.pcgamemods.com/mod/5011.html
You could try this with the ice shader for your water, it is the normal ice shader, plus portal reflection, dont know if it will work or not though
Modified ice shader:
Code:
textures/phz_hoth/ice
{
qer_editorimage textures/phz_hoth/ice
surfaceparm trans
surfaceparm pointlight
surfaceparm alphashadow
surfaceparm lightfilter
portal
q3map_surfacelight 100
q3map_backsplash 0.05 32
sort portal
cull none
{
map textures/phz_hoth/ice
blendFunc blend
alphaFunc GT0
depthWrite
rgbGen identity
}
{
map textures/phz_hoth/reflection2
tcGen environment
blendFunc blend
alphaFunc GT0
glow
depthWrite
alphaGen portal 4000
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
That would put the portal reflectiong at the shader's faked reflection layer, if you want the portal reflection to be at the water texture layer then just take out the "alphaGen portal 4000" and put it in the ice portion of the texture right under the "depthWrite" change stuff around if it does work and experiment to get it just how you want it
PS. all credit goes to phZ for that shader, he is the one who made it, not me. So if you use it just mention him in the map's credits