   Water shader quake 3
  hi,Im working with quake 3 maps and i have a water shader with 2 textures. The problem is that i get the textures for water blended but it doesnt seem water because i cant see the floor.I supose that i should blend water textures with the floor. But i dont how can i determine wich is this texture on quake3 bsp map.I thought to trace a ray from the see point to get it, but must be another easy form.Thanks.   
  I believe what you're looking for is reflection and refraction cubemapping.   ;Quote:Original post by glmisscelanhi,Im working with quake 3 maps and i have a water shader with 2 textures. The problem is that i get the textures for water blended but it doesnt seem water because i cant see the floor.I supose that i should blend water textures with the floor. But i dont how can i determine wich is this texture on quake3 bsp map.I thought to trace a ray from the see point to get it, but must be another easy form.Thanks.If your shader is set up correctly this should all be taken care of automatically. For example, the Q3 engine will sort the surfaces appropriately based on blending modes so that whatever is beneath the water surface will be visible.There are different ways you could accomplish the blending, such as vertex color mode with appropriate alpha values, or using the 'add' blend mode. I'm not sure what the 'best' way is, but if you need an example just take a look at the 'liquids' shader script that comes with Q3.   