Okay, let me have another try
"$fallbackmaterial" "water/water_2fort_dx80" //Is only used if you have an old graphics card, start tf2 with dx80 support or use simple water(?) i think (i'm not sure about the last one).
"%tooltexture" "dev/tfwater_normal" //This is what the Water texture looks in the Hammer Texture Browser, they all use the same (it doesn't matter what they look like in Hammer)
$underwateroverlay "effects/water_warp" //This one gives the "Dizzy" underwater look
"$refracttexture" "_rt_WaterRefraction" //this is, as the name sais, the refract texture which tells the engine how to refract objects nearby the water (Mapper's Tip: If you put a prop inside the Water, it will be calculated twice by the engine.
// "$bumpmap" "water/tfwater001_dudv"
"$normalmap" "water/tfwater001_normal" //kind of refracttexture, it gives the water the "waves"
"$surfaceprop" "water" //tells the engine that this is a water texture
"$bottommaterial" "water/water_2fort_beneath.vmt" //this is what the water surface looks from beneath
"$fallbackmaterial" "nature/water_dx70" //this is the texture to use, if you run TF2 on dx70 (is this even possible x_X?)
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Okay, so far so good, as i see i made a little misstake.
First, if you want a non-refract water texture, try this:
"$refractamount" ".00" //I'm not sure if it works
Okay next, you want a dirty water so i don't think that there are much waves
.
"$normalmap" "water/tfwater001_normal"
This one gives the water the waves, try commenting it ("
//") so it wont be recognized anymore, if that is not working, make your own normalmap.
Normalmaps are just coloured textures. The engine recognizes the colours and calculates a fake depth to the texture (the waves
).
For normalmaps you can use
Nvidia (Adobe PhotoShop Normal Map and DDS Authoring Plug-ins).
To create your own .VTF as file
then just put it there, e.g.:
"$normalmap" "water/MyWater"
This should work.
Also you can use underwater fog, to make the water more dirty.
"$fogenable" 1 //Enable the fog
"$fogcolor" "{51 43 13}" (I am not sure why there are brackets around it, but for brown use (was it RGB or BGR?):
RGB:
139 69 19
BGR:
19 69 139
"$fogstart" "-100" //From fog start (where 0 is the water surface i think)
"$fogend" "400" //to the fog end will blend the fog (0 to 100 percent)
I hope this helps, if there are still questions, just ask
.