3 problems.
1) I need the skybox to ignore level-wide fog. “surfaceparm nofog” and “q3map_nofog” seem to have no effect.
2) Probably one of the most REDUNDENT questions this board has seen but… “MAX VISIBILITY ERROR”. Unresolvable by non-radiant means? I’ve read through dozens of tutorials, articles, ect. that basically just tell me to create more detailed brushes and what not. Problem is that the ENTIRE map is a 3dsmax .md3 mesh imported terrain mapobject, 13000 triangles roughly, using radiant sizes of about 65000+, and involves no internal brushwork (aside from a skybox). I merely imported the model and compiled. Looks and runs great ingame (although vis would help a bit on the frame-rates).
Max vis table holds 2mb from what I’ve read thus far. I’ve found an bsp compilation application that SEEMED to resolve this but as far as I know it only supports Quake 1 seeing as I get a version mismatch on the BSP file.
http://user.tninet.se/~xir870k/ <-- found here. Is this only a limitation of the q3map2 compiler I assume then? Perhaps its merely that the earlier quake engines have actually released in full…dunno.
3) I need a 2 sequence shader piece. 1st stage would be nothing but an alphamap data. 2nd stage would be the base texture (grass for example). The base texture needs to inherit the alpha from the 1st stage. This becomes necessary if your running a mesh plane over a base plane (with proper z-depths to avoid z-fights) and you need a decal of some sort (dirt patch) that will not lose quality with size. Although the alphamap would scale, the texture would tile and retain quality within a particular area. I need this to be done in a shader sequence without radiant involvements.
Any help is appreciated. 
