some one plz tell me how to put water in a map.
puting water in a map
make a brush and give it the common/nodraw water texture, select ur water and put the texture on the top of the brush.
that would just give the impression of water, if it was deep and you jumped into it… you would find you couldn’t swim in it.
make a brush for your water and make shure it’s selected then in the textures folder called liquids_sd, you will find a shader called siwa_waternodraw, it will have the red and black ‘shader image missing’. with your brush selected click on that so it covers the entire brush. then deselect the brush and select the top face and choose a water shader from the textures/liquids folder for it.
i dunno man, i just made a test map with a deep pool, and used the nodraw and applied a water texture to the top and jumped in,
broke an ankle on the bottom and had to walk around down there…
maybe your water isnt that deep.
LOLOLOL
I use nodraw water for the brush and add the siwa water for the surface, works fine.
Water should be used on all 6 surfaces unless you have other water brushes touching it (that’s where you use water_nodraw). The bare minimum is 2 surfaces facing each others. Like Top/Bottom, left/righ, front/back. If you use more than 2 it shouldn’t have to be facing but I think they have to share the same corner vertice. I’m not 100% sure of those anymore since I haven’t had problems with water for some time, lack of using it helping 
lol, ok… i see what the problem is… in your first post you said common/nodraw water… i read it as common/nodraw…
yeah… my fault… im humbled…
=P
Ah! Then, I guess I was kinda wrong? I wonder if it’d work as I posted… I have no time to test it but if someone does please post the result 
a quick sample map for a pool, just save it as any map name to test it. my test was called swimming_pool.map
// entity 0
{
"classname" "worldspawn"
"mapcoordsmaxs" "512 -512"
"mapcoordsmins" "-512 512"
// brush 0
{
( 256 -160 448 ) ( -256 -160 448 ) ( -256 -184 448 ) skies/sd_batterysky 0 0 0 0.500000 0.500000 0 0 0
( -464 464 464 ) ( 464 464 464 ) ( 464 -464 464 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( -464 -464 464 ) ( 464 -464 464 ) ( 448 -448 448 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( 464 -448 464 ) ( 464 448 464 ) ( 448 448 448 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( 464 464 464 ) ( -464 464 464 ) ( -448 448 448 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( -464 448 464 ) ( -464 -448 464 ) ( -448 -448 448 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
}
// brush 1
{
( 464 464 -16 ) ( -464 464 -16 ) ( -464 -464 -16 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( -256 -128 0 ) ( -256 -104 0 ) ( 256 -104 0 ) assault_rock/concrete_m02 0 0 0 0.500000 0.500000 0 0 0
( 464 -464 -16 ) ( -464 -464 -16 ) ( -448 -448 0 ) common/caulk 0 32 0 0.500000 0.500000 0 0 0
( 464 448 -16 ) ( 464 -448 -16 ) ( 448 -448 0 ) common/caulk 0 32 0 0.500000 0.500000 0 0 0
( -464 464 -16 ) ( 464 464 -16 ) ( 448 448 0 ) common/caulk 0 32 0 0.500000 0.500000 0 0 0
( -464 -448 -16 ) ( -464 448 -16 ) ( -448 448 0 ) common/caulk 0 32 0 0.500000 0.500000 0 0 0
}
// brush 2
{
( 464 -464 464 ) ( 464 464 464 ) ( 464 464 -464 ) common/caulk 0 0 -180 0.500000 -0.500000 0 0 0
( 464 -464 448 ) ( 464 -464 -448 ) ( 448 -448 -448 ) common/caulk 0 0 -180 0.500000 -0.500000 0 0 0
( 448 448 448 ) ( 448 -448 448 ) ( 448 -448 424 ) skies/sd_batterysky 0 0 0 0.500000 0.500000 0 0 0
( 464 464 -448 ) ( 464 464 448 ) ( 448 448 448 ) common/caulk 0 0 -180 0.500000 -0.500000 0 0 0
( 464 464 464 ) ( 464 -464 464 ) ( 448 -448 448 ) common/caulk 0 0 -180 0.500000 0.500000 0 0 0
( 464 -464 -16 ) ( 464 464 -16 ) ( 448 448 0 ) common/caulk 0 0 -180 0.500000 0.500000 0 0 0
}
// brush 3
{
( -464 464 464 ) ( -464 -464 464 ) ( -464 -464 -464 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( -464 464 448 ) ( -464 464 -448 ) ( -448 448 -448 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( -448 -448 448 ) ( -448 448 448 ) ( -448 448 424 ) skies/sd_batterysky 0 0 0 0.500000 0.500000 0 0 0
( -464 -464 -448 ) ( -464 -464 448 ) ( -448 -448 448 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( -464 -464 464 ) ( -464 464 464 ) ( -448 448 448 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( -464 464 -16 ) ( -464 -464 -16 ) ( -448 -448 0 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
}
// brush 4
{
( 464 464 -16 ) ( -464 464 -16 ) ( -448 448 0 ) common/caulk 0 0 -90 0.500000 0.500000 0 0 0
( -464 464 464 ) ( 464 464 464 ) ( 448 448 448 ) common/caulk 0 0 -90 0.500000 0.500000 0 0 0
( -464 464 -448 ) ( -464 464 448 ) ( -448 448 448 ) common/caulk 0 0 -180 0.500000 -0.500000 0 0 0
( -448 448 448 ) ( 448 448 448 ) ( 448 448 424 ) skies/sd_batterysky 0 0 0 0.500000 0.500000 0 0 0
( 464 464 448 ) ( 464 464 -448 ) ( 448 448 -448 ) common/caulk 0 0 -180 0.500000 -0.500000 0 0 0
( -464 464 -16 ) ( 464 464 -16 ) ( 464 464 912 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
}
// brush 5
{
( -464 -464 -16 ) ( 464 -464 -16 ) ( 448 -448 0 ) common/caulk 0 0 90 0.500000 0.500000 0 0 0
( 464 -464 464 ) ( -464 -464 464 ) ( -448 -448 448 ) common/caulk 0 0 90 0.500000 0.500000 0 0 0
( 464 -464 -448 ) ( 464 -464 448 ) ( 448 -448 448 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( 448 -448 448 ) ( -448 -448 448 ) ( -448 -448 424 ) skies/sd_batterysky 0 0 0 0.500000 0.500000 0 0 0
( -464 -464 448 ) ( -464 -464 -448 ) ( -448 -448 -448 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( -464 -464 464 ) ( 464 -464 464 ) ( 464 -464 -464 ) common/caulk 0 0 -180 0.500000 -0.500000 0 0 0
}
// brush 6
{
( -448 448 256 ) ( -448 448 144 ) ( -432 432 144 ) common/caulk 0 0 -180 0.500000 -0.500000 134217728 0 0
( -432 -432 256 ) ( -432 432 256 ) ( -432 432 240 ) xlab_floor/xfloor_c07 0 0 0 0.500000 0.500000 134217728 0 0
( -448 -448 144 ) ( -448 -448 256 ) ( -432 -432 256 ) common/caulk 0 0 0 0.500000 0.500000 134217728 0 0
( -448 448 144 ) ( -448 448 256 ) ( -448 -448 256 ) common/caulk 0 0 -180 0.500000 -0.500000 134217728 0 0
( -448 432 256 ) ( -432 432 256 ) ( -432 -432 256 ) assault_rock/concrete_m02 0 0 0 0.500000 0.500000 134217728 0 0
( -432 -432 144 ) ( -432 432 144 ) ( -448 432 144 ) common/caulk 0 0 -90 0.500000 0.500000 134217728 0 0
}
// brush 7
{
( 448 448 256 ) ( 448 448 144 ) ( 432 432 144 ) common/caulk 0 0 -180 0.500000 -0.500000 134217728 0 0
( -432 432 256 ) ( 432 432 256 ) ( 432 432 240 ) xlab_floor/xfloor_c07 0 0 0 0.500000 0.500000 134217728 0 0
( -448 448 144 ) ( -448 448 256 ) ( -432 432 256 ) common/caulk 0 0 -180 0.500000 -0.500000 134217728 0 0
( 448 448 144 ) ( 448 448 256 ) ( -448 448 256 ) common/caulk 0 0 -180 0.500000 -0.500000 134217728 0 0
( 432 448 256 ) ( 432 432 256 ) ( -432 432 256 ) assault_rock/concrete_m02 0 0 0 0.500000 0.500000 134217728 0 0
( -432 432 144 ) ( 432 432 144 ) ( 432 448 144 ) common/caulk 0 0 -180 0.500000 0.500000 134217728 0 0
}
// brush 8
{
( 432 432 144 ) ( 432 -432 144 ) ( 448 -432 144 ) common/caulk 0 0 90 0.500000 0.500000 134217728 0 0
( 448 -432 256 ) ( 432 -432 256 ) ( 432 432 256 ) assault_rock/concrete_m02 0 0 -180 0.500000 0.500000 134217728 0 0
( 448 -448 144 ) ( 448 -448 256 ) ( 448 448 256 ) common/caulk 0 0 0 0.500000 0.500000 134217728 0 0
( 448 448 144 ) ( 448 448 256 ) ( 432 432 256 ) common/caulk 0 0 -180 0.500000 -0.500000 134217728 0 0
( 432 432 256 ) ( 432 -432 256 ) ( 432 -432 240 ) xlab_floor/xfloor_c07 0 0 0 0.500000 0.500000 134217728 0 0
( 448 -448 256 ) ( 448 -448 144 ) ( 432 -432 144 ) common/caulk 0 0 0 0.500000 0.500000 134217728 0 0
}
// brush 9
{
( 432 -432 144 ) ( -432 -432 144 ) ( -432 -448 144 ) common/caulk 0 0 0 0.500000 0.500000 134217728 0 0
( -432 -448 256 ) ( -432 -432 256 ) ( 432 -432 256 ) assault_rock/concrete_m02 0 0 -180 0.500000 0.500000 134217728 0 0
( -448 -448 144 ) ( -448 -448 256 ) ( 448 -448 256 ) common/caulk 0 0 0 0.500000 0.500000 134217728 0 0
( 448 -448 144 ) ( 448 -448 256 ) ( 432 -432 256 ) common/caulk 0 0 0 0.500000 0.500000 134217728 0 0
( 432 -432 256 ) ( -432 -432 256 ) ( -432 -432 240 ) xlab_floor/xfloor_c07 0 0 0 0.500000 0.500000 134217728 0 0
( -448 -448 256 ) ( -448 -448 144 ) ( -432 -432 144 ) common/caulk 0 0 0 0.500000 0.500000 134217728 0 0
}
}
// entity 1
{
"angle" "90"
"origin" "-32 -368 168"
"classname" "team_CTF_bluespawn"
}
// entity 2
{
"angle" "90"
"classname" "info_player_deathmatch"
"origin" "96 -368 168"
}
// entity 3
{
"angle" "90"
"classname" "team_CTF_redspawn"
"origin" "32 -368 168"
}
// entity 4
{
"classname" "func_group"
// brush 0
{
( -256 352 0 ) ( -320 352 0 ) ( -320 288 0 ) assault_rock/concrete_m02 0 64 0 0.500000 0.500000 134217728 0 0
( -320 288 144 ) ( -320 352 144 ) ( -256 352 144 ) assault_rock/concrete_m02 0 0 0 0.500000 0.500000 134217728 0 0
( -320 320 72 ) ( -256 320 72 ) ( -256 320 0 ) assault_rock/concrete_m02 0 0 0 0.500000 0.500000 134217728 0 0
( 360 360 128 ) ( 360 360 112 ) ( 328 328 112 ) assault_rock/concrete_m02 -64 0 0 0.500000 0.500000 134217728 0 0
( -352 432 16 ) ( -352 432 0 ) ( -96 432 0 ) assault_rock/concrete_m02 0 0 0 0.500000 0.500000 134217728 0 0
( -352 352 16 ) ( -352 352 32 ) ( -320 320 32 ) assault_rock/concrete_m02 -64 0 0 0.500000 0.500000 134217728 0 0
}
// brush 1
{
( 320 112 0 ) ( 136 112 0 ) ( 136 8 0 ) liquids_sd/siwa_waternodraw 0 0 0 0.500000 0.500000 134217728 21 0
( 128 8 136 ) ( 128 112 136 ) ( 312 112 136 ) liquids/water_xlab_op 0 0 0 0.500000 0.500000 134217728 281 0
( 168 -320 32 ) ( 352 -320 32 ) ( 352 -320 0 ) liquids_sd/siwa_waternodraw 0 0 0 0.500000 0.500000 134217728 21 0
( 320 8 32 ) ( 320 112 32 ) ( 320 112 0 ) liquids_sd/siwa_waternodraw 0 0 0 0.500000 0.500000 134217728 21 0
( 320 320 32 ) ( 136 320 32 ) ( 136 320 0 ) liquids_sd/siwa_waternodraw 0 0 0 0.500000 0.500000 134217728 21 0
( -320 64 32 ) ( -320 -40 32 ) ( -320 -40 0 ) liquids_sd/siwa_waternodraw 0 0 0 0.500000 0.500000 134217728 21 0
}
}
// entity 5
{
"classname" "func_group"
// brush 0
{
( 352 352 128 ) ( 352 352 144 ) ( 320 320 144 ) assault_rock/concrete_m02 192 0 0 0.500000 0.500000 134217728 0 0
( 432 352 16 ) ( 432 352 0 ) ( 432 96 0 ) assault_rock/concrete_m02 0 0 -180 0.500000 -0.500000 134217728 0 0
( 360 -360 16 ) ( 360 -360 0 ) ( 328 -328 0 ) assault_rock/concrete_m02 -64 0 -180 0.500000 -0.500000 134217728 0 0
( 320 320 72 ) ( 320 256 72 ) ( 320 256 0 ) assault_rock/concrete_m02 0 0 0 0.500000 0.500000 134217728 0 0
( 288 320 144 ) ( 352 320 144 ) ( 352 256 144 ) assault_rock/concrete_m02 0 0 0 0.500000 0.500000 134217728 0 0
( 352 256 0 ) ( 352 320 0 ) ( 288 320 0 ) assault_rock/concrete_m02 0 64 -90 0.500000 0.500000 134217728 0 0
}
}
// entity 6
{
"classname" "func_group"
// brush 0
{
( 352 -352 16 ) ( 352 -352 32 ) ( 320 -320 32 ) assault_rock/concrete_m02 -64 0 -180 0.500000 -0.500000 134217728 0 0
( 352 -432 16 ) ( 352 -432 0 ) ( 96 -432 0 ) assault_rock/concrete_m02 0 0 -180 0.500000 -0.500000 134217728 0 0
( -360 -360 128 ) ( -360 -360 112 ) ( -328 -328 112 ) assault_rock/concrete_m02 -64 0 -180 0.500000 -0.500000 134217728 0 0
( 320 -320 72 ) ( 256 -320 72 ) ( 256 -320 0 ) assault_rock/concrete_m02 0 0 0 0.500000 0.500000 134217728 0 0
( 320 -288 144 ) ( 320 -352 144 ) ( 256 -352 144 ) assault_rock/concrete_m02 0 0 0 0.500000 0.500000 134217728 0 0
( 256 -352 0 ) ( 320 -352 0 ) ( 320 -288 0 ) assault_rock/concrete_m02 0 64 -180 0.500004 0.500000 134217728 0 0
}
}
// entity 7
{
"classname" "func_group"
// brush 0
{
( -352 -256 0 ) ( -352 -320 0 ) ( -288 -320 0 ) assault_rock/concrete_m02 0 64 90 0.499998 0.500000 134217728 0 0
( -288 -320 144 ) ( -352 -320 144 ) ( -352 -256 144 ) assault_rock/concrete_m02 0 0 0 0.500000 0.500000 134217728 0 0
( -320 -320 184 ) ( -320 -256 184 ) ( -320 -256 112 ) assault_rock/concrete_m02 0 0 0 0.500000 0.500000 134217728 0 0
( -360 360 16 ) ( -360 360 0 ) ( -328 328 0 ) assault_rock/concrete_m02 -64 0 0 0.500000 0.500000 134217728 0 0
( -432 -352 16 ) ( -432 -352 0 ) ( -432 -96 0 ) assault_rock/concrete_m02 0 0 0 0.500000 0.500000 134217728 0 0
( -352 -352 128 ) ( -352 -352 144 ) ( -320 -320 144 ) assault_rock/concrete_m02 192 0 -180 0.500000 -0.500000 134217728 0 0
}
}
now… if you really wanted a decent swimming pool effect, such as light reflecting off clear water and hitting the wall’s around the pool, you just take a texture, for example the one im using for the wall’s is xlab_floor/xlab_c07 ( since i like that tile look ), and open that in your favorite picture editor, i used psp7 for mine. and make an alpha channel that’s about 60 to 75% bright and save it as a tga in your textures/mymap folder, then use the following shader,
textures/mymap/my_texture_reflect
{
qer_editorimage textures/mymap/my_texture.tga
{
map textures/mymap/my_texture.tga
rgbGen identity
}
{
map textures/liquids/pool3d_3f.tga
blendFunc GL_dst_color GL_one
rgbgen identity
tcmod scroll -.05 .001
}
{
map textures/liquids/pool3d_3f.tga
blendFunc GL_dst_color GL_one
rgbgen identity
tcmod scroll .05 -.001
}
{
map textures/mymap/my_texture.tga
blendfunc blend
rgbGen identity
}
{
map $lightmap
blendfunc gl_dst_color gl_one_minus_dst_alpha
rgbGen identity
tcGen lightmap
}
}
and paint the walls above the pool with that. gives it nice effect.
but’s that’s neither here nor there… =P
the sample map will show you how to do plain water.