The first pic is an .ase model, I did have q3map_lightmapAxis Y in the shader, (and q3map_lightmapSampleOffset)
I removed the q3map_lightmapAxis Y, and it has got rid of the problem (I should also correct myself in that this
was an issue when using 2.5.12 too)… thank-you 
I though I had to specify the direction of the lightmap to match the direction of the
dotproduct2 blend, but obviously I was wrong… lol
Talking of dot_product2, it seems broken in 2.5.15, I’m not getting any blending at all,
is this a known issue ?
FYI, here is a pic of the model in max:

here are the shaders used on this model:
// green in max
textures/ww_mine/terrain_blendZ
{
qer_editorimage textures/ww_mine/terrain_sand1.tga
q3map_lightImage textures/ww_mine/terrain_sand1.tga
q3map_normalimage textures/ww_mine/terrain_rock3_bump.tga
q3map_forceMeta
q3map_nonplanar
q3map_shadeAngle 179
// q3map_lightmapAxis z
q3map_tcGen ivector ( 320 0 0 ) ( 0 320 0 )
q3map_tcMod rotate 33
q3map_alphaMod dotproduct2 ( 0 0 0.97 )
q3map_lightmapSampleSize 6
q3map_lightmapSampleOffset 35
q3map_splotchfix
q3map_globalTexture
surfaceparm gravelsteps
{
map textures/ww_mine/terrain_rock3.tga
rgbGen identity
}
{
map textures/ww_mine/terrain_sand1.tga
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
}
}
//red in max
textures/ww_mine/terrain_blendY
{
qer_editorimage textures/ww_mine/terrain_sand1.tga
q3map_lightImage textures/ww_mine/terrain_sand1.tga
q3map_forceMeta
q3map_nonplanar
q3map_shadeAngle 179
// q3map_lightmapAxis y
q3map_tcMod rotate 100
q3map_tcGen ivector ( 320 0 0 ) ( 0 320 0 )
q3map_alphaMod dotproduct2 ( 0 0.9 0 )
// q3map_clipModel
q3map_lightmapSampleSize 6
q3map_lightmapSampleOffset 35
q3map_splotchfix
q3map_globalTexture
surfaceparm gravelsteps
{
map textures/ww_mine/terrain_rock3.tga
rgbGen identity
}
{
map textures/ww_mine/terrain_sand1.tga
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
}
}
// blue in max
textures/ww_mine/terrain_blendX
{
qer_editorimage textures/ww_mine/terrain_sand1.tga
q3map_lightImage textures/ww_mine/terrain_sand1.tga
q3map_forceMeta
q3map_nonplanar
q3map_shadeAngle 179
// q3map_lightmapAxis x
q3map_tcGen ivector ( 320 0 0 ) ( 0 320 0 )
q3map_alphaMod dotproduct2 ( 0.9 0 0 )
q3map_lightmapSampleSize 6
q3map_lightmapSampleOffset 35
q3map_splotchfix
q3map_globalTexture
surfaceparm gravelsteps
{
map textures/ww_mine/terrain_rock3.tga
rgbGen identity
}
{
map textures/ww_mine/terrain_sand1.tga
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
}
}
I have now been able to reduce the q3map_lightmapSampleOffset 35 to 10, and
remove the splotchfix
(I was having trouble getting rid of nasty dark marks all over the terrain)
Note to self: don’t use q3map_lightmapAxis !!
The second pic is brush terrain, it doesn’t have q3map_lightmapAxis z,
and I haven’t tried q3map_lightmapSampleOffset yet…
(This problem defiantly started in 2.5.14)
The terrain shader:
textures/ww_town/terrain_base
{
q3map_lightmapsamplesize 16
q3map_texturesize 512 512
q3map_tcGen ivector ( 300 0 0 ) ( 0 300 0 )
q3map_lightmapGamma 1
q3map_bounce 1.0
// q3map_nonplanar
q3map_shadeAngle 120
}
textures/ww_town/terrain_0
{
q3map_baseshader textures/ww_town/terrain_base
surfaceparm gravelsteps
{
map textures/ww_town/ground/kb_ground01.tga
}
{
map $lightmap
blendFunc filter
tcGen lightmap
}
}
textures/ww_town/terrain_1
{
q3map_baseshader textures/ww_town/terrain_base
surfaceparm gravelsteps
{
map textures/ww_town/ground/kb_ground02.tga
}
{
map $lightmap
blendFunc filter
tcGen lightmap
}
}
textures/ww_town/terrain_2
{
q3map_baseshader textures/ww_town/terrain_base
surfaceparm gravelsteps
{
map textures/ww_town/ground/town_rock02.tga
}
{
map $lightmap
blendFunc filter
tcGen lightmap
}
}
textures/ww_town/terrain_3
{
q3map_baseshader textures/ww_town/terrain_base
surfaceparm gravelsteps
{
map textures/ww_town/ground/town_rock01.tga
}
{
map $lightmap
blendFunc filter
tcGen lightmap
}
}
textures/ww_town/terrain_0to1
{
q3map_baseshader textures/ww_town/terrain_base
surfaceparm gravelsteps
{
map textures/ww_town/ground/kb_ground01.tga
}
{
map textures/ww_town/ground/kb_ground02.tga
alphaGen vertex
blendFunc blend
}
{
map $lightmap
blendFunc filter
tcGen lightmap
}
}
textures/ww_town/terrain_0to2
{
q3map_baseshader textures/ww_town/terrain_base
surfaceparm gravelsteps
{
map textures/ww_town/ground/kb_ground01.tga
}
{
map textures/ww_town/ground/town_rock02.tga
alphaGen vertex
blendFunc blend
}
{
map $lightmap
blendFunc filter
tcGen lightmap
}
}
textures/ww_town/terrain_0to3
{
q3map_baseshader textures/ww_town/terrain_base
surfaceparm gravelsteps
{
map textures/ww_town/ground/kb_ground01.tga
}
{
map textures/ww_town/ground/town_rock01.tga
alphaGen vertex
blendFunc blend
}
{
map $lightmap
blendFunc filter
tcGen lightmap
}
}
textures/ww_town/terrain_1to2
{
q3map_baseshader textures/ww_town/terrain_base
surfaceparm gravelsteps
{
map textures/ww_town/ground/kb_ground02.tga
}
{
map textures/ww_town/ground/town_rock02.tga
alphaGen vertex
blendFunc blend
}
{
map $lightmap
blendFunc filter
tcGen lightmap
}
}
textures/ww_town/terrain_1to3
{
q3map_baseshader textures/ww_town/terrain_base
surfaceparm gravelsteps
{
map textures/ww_town/ground/kb_ground02.tga
}
{
map textures/ww_town/ground/town_rock01.tga
alphaGen vertex
blendFunc blend
}
{
map $lightmap
blendFunc filter
tcGen lightmap
}
}
textures/ww_town/terrain_2to3
{
q3map_baseshader textures/ww_town/terrain_base
surfaceparm gravelsteps
{
map textures/ww_town/ground/town_rock02.tga
}
{
map textures/ww_town/ground/town_rock01.tga
alphaGen vertex
blendFunc blend
}
{
map $lightmap
blendFunc filter
tcGen lightmap
}
}
Hewster