Um, nm the landmines
, I have an even stranger/bigger problem:

Heres an example of this problem with the alpha terrain.
This area uses 2 terrain shaderes:
- ter_grass - primary is a default grass texture, secondary is a slightly different grass texture
- ter_grasspath - primary is default grass texture, secondary is a dirt road kind of texture
ter_grass is being used on the slope on the left of that picture (the right of the next)
ter_grass path is being used at the top
That ugly join is where they meet.

The idea was that I’d use alpha fade shaders along with “q3map_alphaMod volume”
Then use those shader brushes to make the secondary visible where I wanted the road.

As you can see in the first picture, the areas to the sides of the road are dirt. Yet as you can see in the the third picture, they shouldn’t be - theres a alpha_001 brush over it (I’ve tried alpha_000 here as well)
The relevant shaders:
textures/dersaidin/ter_grass
{
qer_editorimage textures/dersaidin/ter_grass_qer.tga
surfaceparm landmine
surfaceparm grasssteps
q3map_nonplanar
q3map_shadeangle 100
q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
q3map_alphaMod volume
q3map_forceMeta
{
map textures/temperate_sd/grass_dense1.tga // Primary
rgbGen identity
}
{
map textures/temperate_sd/master_grass_dirt3.tga // Secondary
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
//alphaFunc GE128
rgbGen identity
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
textures/dersaidin/ter_grasspath
{
qer_editorimage textures/dersaidin/ter_grasspath_qer.tga
surfaceparm landmine
surfaceparm grasssteps
q3map_nonplanar
q3map_shadeangle 100
q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
q3map_alphaMod volume
q3map_forceMeta
{
map textures/temperate_sd/grass_dense1.tga
// Primary
rgbGen identity
}
{
map textures/dersaidin/ds-dirt1.tga
// Secondary
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
//alphaFunc GE128
rgbGen identity
alphaGen vertex
//surfaceparm gravelsteps
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
// ======================================================================
// alpha fade shaders
// (c) 2004 randy reddig
// http://www.shaderlab.com
// distribution, in part or in whole, in any medium, permitted
// ======================================================================
//
// These shaders are not fixed to this directory location, they can
// be moved around. They exist here for convenience only.
//
textures/dersaidin/alpha_000 // Primary texture ONLY
{
q3map_alphaMod volume
q3map_alphaMod set 0.00
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
qer_trans 0.70
}
textures/dersaidin/alpha_001 // Almost Primary texture ONLY
{
q3map_alphaMod volume
q3map_alphaMod set 0.01
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
qer_trans 0.70
}
textures/dersaidin/alpha_025
{
q3map_alphaMod volume
q3map_alphaMod set 0.25
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
qer_trans 0.70
}
textures/dersaidin/alpha_050 // Perfect mix of both Primary + Secondary
{
q3map_alphaMod volume
q3map_alphaMod set 0.50
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
qer_trans 0.70
}
textures/dersaidin/alpha_075
{
q3map_alphaMod volume
q3map_alphaMod set 0.75
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
qer_trans 0.70
}
textures/dersaidin/alpha_085
{
q3map_alphaMod volume
q3map_alphaMod set 0.85
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
qer_trans 0.70
}
textures/dersaidin/alpha_100 // Secondary texture ONLY
{
q3map_alphaMod volume
q3map_alphaMod set 1.0
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
qer_trans 0.70
}
.map and stuff available if anyone needs to see it.
Thanks