negke wrote:Liquids don't emit light, but they are always fullbright ingame. The only way I could think of to make a normally lit water surface is to use a non-asteriks water texture on a func_illusionary above the surface of the water volume or on a custom progs func_water entity. Of course it won't be animated then. Maybe a custom flow animation made from the original water texture would work in the tunnel? Otherwise you'll have to work around the problem, for example by making the tunnel go around a corner.
Using a shader would still allow the animated effect as well without using "*water" textures.