This is the text in the .shader file in the mission_one_b7 PK3:
textures/mission_one/voda
{
//surfaceparm trans
//surfaceparm nonsolid
surfaceparm water
surfaceparm nolightmap
cull disable
deformVertexes wave 64 sin .25 .25 0 .5
{
map textures/mission_one/voda.jpg
blendFunc GL_DST_COLOR GL_ONE
rgbgen identity
tcmod scale .5 .5
tcmod scroll .025 .01
}
{
map textures/mission_one/voda.jpg
blendFunc GL_DST_COLOR GL_ONE
tcmod scale -.5 -.5
tcmod scroll .025 .025
}
}
If you want to use it in your map without being dependent on the presence of the mission_one map, you have to put it into your own shader file and change it
something like this:
textures/mars_water_base/water_s
{
//surfaceparm trans
//surfaceparm nonsolid
surfaceparm water
surfaceparm nolightmap
cull disable
deformVertexes wave 64 sin .25 .25 0 .5
{
map textures/mars_water_base/water.jpg
blendFunc GL_DST_COLOR GL_ONE
rgbgen identity
tcmod scale .5 .5
tcmod scroll .025 .01
}
{
map textures/mars_water_base/water.jpg
blendFunc GL_DST_COLOR GL_ONE
tcmod scale -.5 -.5
tcmod scroll .025 .025
}
}
Three lines were changed. Don't forget to put a texture named "water.jpg" (maybe just a renamed copy of "voda.jpg") into your PK3.
You can also add
qer_editorimage textures/mars_water_base/water.jpg
qer_trans .5
among the first few lines, so that you have a nice icon and texture while editing.