by Spike » Sun Jan 10, 2016 8:46 pm
technically the light coming up from a water surface should be relative to the average light level within the water volume beneath the surface, combined with the light hitting that paritcular part of the surface (spread out a lot without any harsh shadows, representing the amount of light bouncing locally between impurities before being bounced back out of the volume itself - note that this part won't be all that significant, as it would take quite a lot of impurities to completely reflect it all).
the other way around is muuuuch harder to describe, on account of quake not actually having any of those impurities that I just described that give the water itself any colour...
so yeah, just make it accept light from both sides so that a light under the surface doesn't brighten up a wall next to the water without also making the water surface visible too.
just get the lighting tool to completely ignore the surface normal for fully diffuse lighting, because there really isn't any other sane way to deal with it.
which is what I believe mankrip has done.
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