ChickenMobile wrote:
Suppose josepezdj might know some things?
Well, first of all, you already know many of those parameters you used into your material are specific for the Water shader, so they're not doing much there 
To me there are 2 possible shaders to use here, LightmappedGeneric and Refract to have water without the Water shader and therefore to be able to apply the material to brush entities. However the idea behind both is the same, you've already got 2 interesting animated textures (from the HL years) inside the pak01_dir.VPK:
- dev/water_dudv.VTF
- dev/water_normal.VTF
If you 'play' them into VTFEdit you'll see all frames in motion doing a cool water surface movement. So basicly you need to add the corresponding proxies into your material files in order to animate them at a certain same rate. Like so:
Proxies
{
animatedtexture
{
animatedtexturevar $dudvmap
animatedtextureframenumvar $dudvframe
animatedtextureframerate 30.00
}
animatedtexture
{
animatedtexturevar $normalmap
animatedtextureframenumvar $bumpframe
animatedtextureframerate 30.00
}
texturescroll
{
texturescrollvar $bumptransform
texturescrollrate .05
texturescrollangle 45.00
}
}
This is the full content for that material I made for Oxygen Station's human capsules glass, using the Refract shader:
Refract
{
$model 1
$refractamount ".2"
$forcerefract 1
$bluramount 1
$refracttint "{164 210 219}"
$scale "[0.5 0.5]"
$dudvmap "dev/water_dudv"
$normalmap "dev/water_normal"
$dudvframe 0
$bumpframe 0
$surfaceprop water
%toolstexture "josepezdj/water/jose_vertical_wall_of_water"
$refracttinttexture "josepezdj/water/jose_vertical_wall_of_water"
Proxies
{
animatedtexture
{
animatedtexturevar $dudvmap
animatedtextureframenumvar $dudvframe
animatedtextureframerate 30.00
}
animatedtexture
{
animatedtexturevar $normalmap
animatedtextureframenumvar $bumpframe
animatedtextureframerate 30.00
}
texturescroll
{
texturescrollvar $bumptransform
texturescrollrate .05
texturescrollangle 45.00
}
}
}
NOTES:
-
I added the param '$model 1' because I turned the capsules into models, just erase that line in order to be able to locate the material into your texture browser and to actually use it on a func_brush or whatever brush entity.
-
The Refract shader could seem a bit annoying and difficult to implement without seeing purple checkerboards or a lot of console messages about a bad rendering; in order to avoid that, you need to use the param '$refracttinttexture' with a path to an actual texture (I made a soft smokey blueish one for my capsules, which I'm attaching to this post as example).
[EDIT] 3. If you need to see the refracting movement from underneath the water, just add "$nocull 1" to the VMT material.
[EDIT] 4. I guess that you could use a fog_volume entity right in the hollow of the water pool to complement the water beneath...
If you want to try out the LightmappedGeneric shader, the idea is the same, but you need to do it differently. I posted some working materials for the func_water_analog (that does work in P2) some time ago here.
Here the idea is to animate the $basetexture texture with proxies, while you also play with its offset and scale. Check:
"Lightmappedgeneric"
{
"$abovewater" 0
"%compilewater" 1
"$basetexture" "josepezdj/water/jose_turquoise_water_animated"
"$scale" "[1 1]"
"$translucent" "1"
"$nocull" "1"
"$surfaceprop" "water"
"$envmap" "env_cubemap"
"$envmaptint" "[1 .9 .8]"
"$envmapcontrast" "1"
"$texoffset" "[0 0]"
"$texscale" "0.5"
"$bottommaterial" "josepezdj/water/water_movingplane_beneath"
"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$basetexture"
"animatedtextureframenumvar" "$frame"
"animatedtextureframerate" 20.00
}
"TextureScroll"
{
"texturescrollvar" "$texoffset"
"texturescrollrate" .005
"texturescrollangle" 45.00
}
"TextureTransform"
{
"translateVar" "$texoffset"
"scaleVar" "$texscale"
"resultVar" "$basetexturetransform"
}
}
}
If you don't really like my edited (turquoise) animated texture, let me know, I can send the original "silvery" one when I arrive home later today.
Try any of those approaches and check out how they look in-game, however, forget about real-time reflections, it's impossible to achieve it without the Water shader and the $reflecttexture _rt_WaterReflection / $refracttexture _rt_WaterRefraction.
Do not hesitate to give me a buzz if you need further assistance from me. 