i should allow the dotproduct to do its blends where it can and in areas where i need it force the blend using the alpha mod brushes.
yep, although this new method will still need some tweaking to get the desired blending, but usually just by testing which alpha volume shader to use in the map.
also if you can`t get the stock ones to work, eg 0%, 25%, 50%, 75%, then you can copy one of those shaders and change the q3map_alphamod line, here are a couple of volume shaders I use a lot if I want just a slight bias towards the primary or secondary tex in the dp2.
textures/_ratty_terrain/alpha_47
{
qer_editorimage textures/_ratty_terrain/qer_alpha_arb.tga
q3map_alphamod volume
q3map_alphamod set 0.47
surfaceparm nonsolid
surfaceparm nodraw
surfaceparm trans
}
textures/_ratty_terrain/alpha_53
{
qer_editorimage textures/_ratty_terrain/qer_alpha_arb.tga
q3map_alphamod volume
q3map_alphamod set 0.53
surfaceparm nonsolid
surfaceparm nodraw
surfaceparm trans
}
the editor image is just a generic place holder I use as I havent yet got round to making the new ones yet, but you can make your own by copying socks example and just changing the value used in a paint program, also your probably want to change the paths to suit your own shaders.