Custom Water Problem

Okay i made a custom water texture for a map, The top of the water shows fine but the bottom is just blue…

My VTM for the water texture


"Water"
{
	"$abovewater" 0
	"%compilewater" 1
	"$forceexpensive" 1
	"$reflectentities" 0
	"$envmap" "env_cubemap"
	"%tooltexture" "MRP/sandywater_top"
	"$refracttexture" "_rt_WaterRefraction"
	"$refractamount" "0"

 
	"$normalmap" "MRP/sandywater_normal"

	"$reflecttexture" "_rt_WaterReflection"
	"$reflectamount" "2"

	"$surfaceprop" "water"
	"$bottommaterial" "MRP/sandywater_bottom"
	"$bumpframe" "0"

	"$fogenable" 1
	"$fogcolor" "[63 214 225]"
	"srgb?$fogcolor" "{63 214 225}"
	"$fogstart" -1024
	"$fogend" 0

	"$scroll1" "[.01 .01 .05]"
	"$scroll2" "[-.025 .025 .075]"

	"Proxies"
	{
		"TextureScroll"
		{
			"texturescrollvar" "$bumptransform"
			"texturescrollrate" .01

			"texturescrollangle" 25.00
		}
		"WaterLOD"
		{
		}
			
	}

}

My VTF:

http://www.mediafire.com/?xjzvmozwojv

$bottommaterial should reference a VMT, not VTF.

I did that, And now its showing blue and black…

The top of the water is working fine

http://img69.imageshack.us/img69/2120/ontopp.jpg

The bottom now shows as blue and black checkers when looking up.

http://img266.imageshack.us/img266/9158/waterproblemunder.jpg

Post the VMT used by $bottommaterial.

Also, for the above VMT, change $abovewater to “1”.

Okay i did that and instead of showing the checkers it now shows it as black underwater

Post the VMT used by $bottommaterial.

The VMT in the first post is for the bottommaterial if thats what you mean.

I was under the assumption that was for the water surface since it referenced a $bottommaterial. Post both VMTs.

Top


"Water"
{
	"$abovewater" 1
	"%compilewater" 1
	"$forceexpensive" 1
	"$reflectentities" 0
	"$envmap" "env_cubemap"
	"%tooltexture" "MRP/sandywater_top"
	"$refracttexture" "_rt_WaterRefraction"
	"$refractamount" "0"

 
	"$normalmap" "MRP/sandywater_normal"

	"$reflecttexture" "_rt_WaterReflection"
	"$reflectamount" "2"

	"$surfaceprop" "water"
	"$bottommaterial" "MRP/sandywater_bottom.vmf"
	"$bumpframe" "0"

	"$fogenable" 1
	"$fogcolor" "[63 214 225]"
	"srgb?$fogcolor" "{63 214 225}"
	"$fogstart" -1024
	"$fogend" 0

	"$scroll1" "[.01 .01 .05]"
	"$scroll2" "[-.025 .025 .075]"

	"Proxies"
	{
		"TextureScroll"
		{
			"texturescrollvar" "$bumptransform"
			"texturescrollrate" .01

			"texturescrollangle" 25.00
		}
		"WaterLOD"
		{
		}
			
	}

}

Bottom (Edited a few things from last one in OP)


"Water"
{
	"$abovewater" 0
	"%compilewater" 1
	"$forceexpensive" 1
	"$reflectentities" 0
	"$envmap" "env_cubemap"
	"%tooltexture" "MRP/sandywater_top"
	"$refracttexture" "_rt_WaterRefraction"
	"$refractamount" "0"

 
	"$normalmap" "MRP/sandywater_normal"

	"$surfaceprop" "water"
	"$bumpframe" "0"

	"$fogenable" 1
	"$fogcolor" "[63 214 225]"
	"srgb?$fogcolor" "{63 214 225}"
	"$fogstart" -1024
	"$fogend" 0

	"$scroll1" "[.01 .01 .05]"
	"$scroll2" "[-.025 .025 .075]"

	"Proxies"
	{
		"TextureScroll"
		{
			"texturescrollvar" "$bumptransform"
			"texturescrollrate" .01

			"texturescrollangle" 25.00
		}
		"WaterLOD"
		{
		}
			
	}

}

Try taking off force expensive for the bottom material?