Water reflection problem

For some reason, water is reflecting (and you can see down into it) properly in one area of my map, and not the other.

There are cubemaps directed to reflect both surfaces, but one of the surfaces you can’t see through what so ever. There aren’t any leaks and yes, I did buildcubemaps.

Correct surface:

http://img37.imageshack.us/img37/4137/tttdigdown0004.jpg

What the fuck surface (Water is below that rock.):

http://img202.imageshack.us/img202/9827/tttdigdown0005.jpg

http://img256.imageshack.us/img256/2462/cubemaps.jpg

Water has to be on the same level as the other water in the same pvs.

Make the water all on the same level.

But the whole point of this section of the map is to be able to swim down into a different section of the cave.

Isn’t there a way to do it with properly reflecting water?
**
Edit:**

There must be, because there are maps with waterfalls and you can see in the top water as well as the bottom.

You could make the water you dive down into a cheap water texture, it won’t really matter since you have a cubemap there and its a small area, so it won’t be noticeable.

Isn’t there any other way to make the reflections work properly?

I’m trying a cheap texture on the other one, but the reflections on the lower level still get either really glitchy in some way, or doesn’t look right.

No.

Source can’t handle that kind of stuff. Lower the water so that its on the same level.

You could always use nodraw behind the displacements to separate the areas, meaning that expensive water will work.

I tested this a few years ago, and as far as I could determine it was a myth.

Its not. You will get weird reflections on one of them.

If you have a cheap and expensive water, then its fine, but expensive and expensive at different heights causes reflection issues.

Nothing is perfect, try choosing brush faces in cubemaps configuration.