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But the really bloody important thing is this one image. That shows you the color for the flowmap for each direction.
You can make a custom flowmap (which is just a colored image), then make a custom water .vmt which references the custom flowmap.
Basically the colors on the flowmap tell the water in which direction they should flow on that part of the texture based on the color. So to get all the water flowing in one direction you just need a texture that is all one color (and the color tells it in which direction to flow) (I used 32x32 pixels, but 16x16 pixels should also work). If you want to make a complex flowmap you need a bigger image, but if the flow is uniform across the entire texture the size doesn’t matter. I basically made a flowmap for every major direction while I was figuring this out.
So I made a texture .vtf named water_flow_control90_n (to tell me it was 90 degrees from 0,0,0 and I think of that as north. (and oh thank god I labeled my files properly and could find the originals). I used 127,255,0 for the color (bright green) covering the entire image. I got the color value based on the one image the explains which color applies to which direction.
Then just make a .vmt which is a copy of the .vmt of the water you want to use, give it a unique name, and replace $flowmap with your texture.
Funnily enough, I coincidentally discovered this solution all by myself a few minutes before you posted your reply, but I appreciate you typing this up — it'll be a good reference point for anyone who needs this info in the future.
I've created a flowmap texture that's all one color (128 red, 255 green, 0 blue) and Source Engine water has never looked better