In GTkRadiant it says: textures/dersaidin/alpha_000 or alpha_001 and so on.
Adlernest.pk3 has only dersiaidin.shader. It that shader script, nothing is being mentioned about the alpha_000 etc etc
I also check Adlernest_H&S (this is map derived from the source code, too). It also has dersaidin.shader HOWEVER, in this one you have alpha_000 and so on mentioned
Alpha fade textures basicly have 2 layers, the alpha is applied to the second.
dotProduct2 blending means that when you compile, the alpha at each vertex will be decided by the direction vertex normal in relation to your other parameters.
Another way to select the alpha of each vertex is using alphaMod volume shaders, heres teh ones I used in my map
// ================================================== ====================
// alpha fade shaders
// © 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
}
Any alphaFade vertexes which are inside a brush that has those shaders will get that brush’s alpha applied. I believe alphaMod volume overrides dotproduct2.
This is what dersaidin posted ages ago.
EDIT: so I made sure I removed all dersaidin.shader files from etmain (I put one there ages ago)