Transparent Water, the quick and easy way.
document written by Ken Alverson (KenA@TSO.Cin.IX.Net)

Installation:
   We've done our best to make this patch as easy as possible to install.
   Simply unzip the main patching utility (this archive) into an empty
   directory, along with any patch files you wish to install, available from
   the same location as this file.  Run the batch file install.bat, which
   will detect whatever patch files you have placed in its directory.  It
   will ask you a few simple questions about the directories in which your
   Quake files are located, and then it will patch your maps.  The whole
   process takes under 10 minutes.

The FAQ like section:
Can't anyone do that?
   Sure, since the release of BSP2PRT, anyone with a lot of spare time can
   take a BSP and re-VIS it to support transparent water.  The problem is
   that it takes an very long time to VIS maps, time most people don't want
   to spend.  We took the most popular levels and did the VISsing for you,
   so you don't have to.  Wouldn't you rather spend twenty minutes
   downloading and installing than several weeks doing full (-level 4) VIS
   on all these levels?  We thought so.

Isn't transparent water unfair to others?
   There is no simple answer to this question.  Yes, it can give glQuakers
   an advantage over non-glQuakers, however, so can a t1 line.  Same with
   a P2-300, or a fancy joystick, like the SpaceORB.  No matter what, on
   the internet, there is no even playing field, each person has advantages
   over others.  However, simply because a glQuaker has transparent water
   does not mean he can see the players under water.  Unless the server is
   running levels designed for transparent water, the clients will have no
   knowledge of underwater players unless he too is underwater.

How long did this take?
   In real time, all the VISsing took place in approximately 3 days.
   However, we had several computers working in parallel, two of
   which were P2-300s (oc'd 266s), so if the equivalent work was done on a
   single P-166, it would equal at least a week, probably two.  We used
   rvis (well, at least *I* did), and that cut the compilation time nearly
   in half.  For reference CTF3.BSP, from the CTF verison 3 pack took
   approximately 4 1/2 hours to compile.  That's *with* RVis.

Why don't we have the Rogue pack?
   Several reasons.  First of all, we know that Rogue is doing their own
   patch for their mission pack.  While we could release recompiled versions,
   we got several warnings and errors in the process, presumably because
   Rogue heavily modified the id utilities to make their pack.  I (Ken)
   modified their specialized QBSP to support transparent water, and they
   are using that to recompile their levels, they should get much better
   results that way.  Secondly, our patches are not officially endorsed, and
   they are definately not supported by the companies whose maps we have
   patched.  I don't know if Rogue will support their patch (doubtful,
   considering the state of glQuake), however even in an unsupported
   state it would be preferrable to a third party solution, such as ours.

Why all the levels?  Some levels hardly have any water!
   For consistancy, for one thing.  Even if it only affects teleporters,
   it prevents you from seeing the blurry effects of no vissing for
   transparent water.  Even if there is no water, it doesn't hurt anything.
   With no water the speed will be identical to the original.

Legality
   These patches do not distribute any copyrighted material.  They contain
   no content from the original authors.  These patches contain only data
   generated by VISPatch.  Although they have been tested and work well,
   use them at your own risk.

Credits:
   Ken Alverson (KenA@TSO.Cin.IX.Net)
   http://razor.stomped.com/
      Documentation
      Installation batch files and utilities
      Organization and collection of VIS data
      VIS data:
         CTF 3
         Original id levels
   Andy Bay (ABay@tier.com)
   http://members.aol.com/imarvintpa/
      VISPatch - the file that does the actual extraction/insertion of the
         vis information, check its documentation for further details
   Christopher Bolin (cbolin@teleport.com)
   http://razor.stomped.com/
      Webpage design and artwork
      VIS data:
         CTF 4
         Shrak
         Hipnotic's Scourge of Armagon
         Dimensionality deathmatch pack
         DX Map packs
   Alex Moon (odin@mdn.com)
      BSP2PRT - the portal regeneration program, making it possible to revis
         the maps
   Antony Suter (antony@c033.aone.net.au)
   http://www.teamfortress.com/
      RVis - cut the VIS time in half!
   Shaitan (shaitan@voicenet.com)
      VIS data:
         Assorted deathmatch levels:
            ANY32
            FSDM2
            FSDM3
            HIPSIDE
            QCON1
            QCON2
            QCON3
            QCON4
            UKOOLDM1
            UKOOLDM2
            UKOOLDM3
            UKOOLDM4
            UKOOLDM5
            UKOOLDM6
            UKOOLDM7
            ZOIDDM1

Shameless plug:
   Visit QuakeMUD!
   http://www.warzone.com/qmud or
   telnet:qmud.warzone.com port 3000

Not so shameless plug:
   Razor donated most of the processing time used to make this possible,
   visit their web site at:
   http://razor.stomped.com/


