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Haha, like your profile picture?
Way to go.
https://content.tophattwaffle.com/Content/Watersource_v2.zip here's a bunch of textures, for example, I just tried making them into togglable brushes and they work, with refractions. Too lazy to look into what exactly makes them different from P2 textures to make them work like that, so it will be your job :P Or just plug in your ocean refraction texture into one of these and you should be golden, any of the waterfall textures should work, they are pretty much all the same.
If it's an island surrounded by water and sky, I feel, real-time reflections wouldn't add much anyways, and a bit of refraction for the bottom of the ocean will get the point across ;)
The transiton between the island and the interior requires to have both environment present at the same place mixed into each other, and one must always be hidden from the player. This means that each component must be hidden at some point, so they have to be all entities.
Expensive is a water texture type which allows the water to be transparent and fancy, but limits its applicability to solid brush surfaces which cannot be hidden (or perform any other operation). Cheap water texture (which is used to create moving water or to reduce resource demand) on the other hand can be applied to bush entities as well, which are smart and can be hidden.
So far I've been using expensive water, thus - because it was a component I could not hide - the interior could not expand below sea level not to make the water visable.
This limitation makes level desingn really hard and should be resolved to carry out my ideas.
I hope I answered your questions.
And you want the whole island to disappear? If not, the water can be just a thin sheet around the island, with a hole cut out where the downwards part goes.
Either way, I will sit down when there will be a break at university, and figure out how to get past this issue.