i have some problem with blending terrain surfaces:
terrain shaders:
textures/trench/ter_crate2mud
{
q3map_nonplanar
q3map_shadeangle 100
q3map_tcGen ivector ( 348 0 0 ) ( 0 348 0 )
q3map_alphaMod dotproduct2 ( 0.0 0.0 0.75 )
q3map_lightmapSampleSize 8
{
map textures/rail/ground_crate.jpg
rgbGen identity
}
{
map textures/rail/ter_mud1.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
}
}
textures/trench/ter_groundmud
{
q3map_nonplanar
q3map_shadeangle 90
q3map_tcGen ivector ( 348 0 0 ) ( 0 348 0 )
q3map_alphaMod dotproduct2 ( 0.0 0.0 0.75 )
q3map_lightmapSampleSize 8
{
map textures/test_map/ground_old.jpg
rgbGen identity
}
{
map textures/rail/ter_mud1.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
}
}
textures/trench/alpha_000
{
q3map_alphaMod volume
q3map_alphaMod set 0
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
}
textures/trench/alpha_100
{
q3map_alphaMod volume
q3map_alphaMod set 1.0
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
}
i did that way all the terrain on all my maps and with 95% of terrain i have no problems, but there are some places (like on the picture) which ruin the whole map :’(
i would be thankful for any advice…








