First of all, I have included a link to download a .rar file containing the .bsp and the .vmf for a quick example of the problem I'm having. I have CS GO beta, I used the dev textures but the texture's don't really matter so if you can't see any of them, just replace them with ones you can. Here is the link: http://www.sendspace.com/file/tl0hpi Basically, a map I am working on contains several large tanks full of water, some of them the player can swim in, other's the player cannot access them at all they are just for decoration. My problems are: 1.) As I have applied the nodraw texture to all sides of the water brush apart from the top, when I look into the tank, it lets me see the outside of the level/ through the walls of the tank. 2.) Inaccessible water tanks are viewed from underneath the water's surface (it's an underground aquarium). However the fog and the beneath/ bottommaterial texture are only visible when the player is INSIDE the water brush, I'm not AS bothered about the fog (although it would be cool to have it) as I am bothered about the beneath texture. Whilst it is visible from outside of the water brush, it is glitchy and faint, I really need to get it so that even from outside the volume of water, you can clearly see the beneath water texture when looking up at the water's surface, just like it is when the player is inside the water. 3.) I tried placing lights inside the water brush, as I want underwater lighting, but these lights aren't working at all, how can I get underwater lighting? 4.) Is there any way to get like a water reflection effect happening on all submerged surfaces? I do not want to use an env_projected_texture as I have heard you can only use one of these per map and I have several water volumes. It's a bit hard to explain but kind of like a cheesy wave/ glistening moving pattern on say, the sides and bottom of a pool. Please note:The accessible water obviously needs to be water, but the inaccessible water does not have to actually be water. I thought of just making a thin brush for the water surface and using a lightmapped vtf instead of a water vmt, I know I won't be able to get the refraction or the fog this way but it's better than nothing. However I am finding it too difficult to make my own. Do I have to animate it myself or does one of the shader parameters do that for me? I'm so confused. I also tried extracting the water texture I wanted to use from the game- it only has a vmt (for obvious reasons) and I tried changing compilewater to 0 but it didn't make a difference.