Is it possible to make murky water?
Murky Water
Depends what you mean by murky. If you look at the battery shader you’ll see their water uses fog to create a kind of murky effect. If you want bits of mulch and used condoms floating by though you’ll have to find another way 
Just colour the fog into a muddy colour to create a murky effect.
Well, specifically I have an ocean, and I want the water to be that typical greenish blue. So I should use a fog brush or is this in the .shader file?
I feel that the used condom effect could really spice up an otherwise tame map. Great idea.
you can set the fog to exist inside of the water brush usinf fogvars in the water shader. No need for a second fog brush (except in certain cases, but don’t worry about them until you have to)
When I played around with some of the water shaders by SD I noticed a WaterFogParms, and I played with it. It did nothing noticable, so I looked it up on the internet, and low and behold, I found a page that describes how to make foggy water, lol. Heres the URL if you are curious http://users.pandora.be/Ariffnet/tutorials/waterfog.html
Heres something that I saved from awhile back. The textures are stock rtcw textures so you may need to modify the paths in order to get this shader to work correctly.
textures/redfella/fogwater_blue
{
qer_editorimage textures/liquids/pool3d_5e.tga
qer_trans .5
q3map_globaltexture
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
surfaceparm fog
surfaceparm nolightmap
cull disable
deformVertexes wave 64 sin .25 .25 0 .5
fogparms ( 0.2 0.2 1.0 ) 512
{
map textures/liquids/pool3d_5e.tga
blendFunc GL_dst_color GL_one
rgbgen identity
tcmod scale .5 .5
tcmod scroll .025 .01
}
{
map textures/liquids/pool3d_5e.tga
blendFunc GL_dst_color GL_one
tcmod scale -.5 -.5
tcmod scroll .025 .025
}
}