ah was half way though a post and i think i worked it out
{
map textures/jivanta/master_grass_dirt3_mineable.tga
blendFunc filter
rgbGen identity
}
rgbGen identity means that all colours used in the filter stage are asumed to be white
blend funcs work as
[Source * <srcBlend>] + [Destination * <dstBlend>]
blendfunc filter
blendfunc gl_dst_color gl_zero
so for this filter you get
(source * gl_dst_COLOR) + (destination * 0)
or simplified
source * gl_dst_COLOUR
source if the image your applying (your texture) and the gl_dst_colour is the colour of the pixe that is already on the frame buffer
but since you have used rgbGen identiy gl_dst_colour will alywas be white
so in the other words you bleinging you terrain image with a pure white background. and since you have done this affter the lightmap stage it overwrites anything on the buffer that was put there by your lightmap stage
textures/jivanta/master_grass_dirt3_mineable
{
surfaceparm landmine
{
map textures/jivanta/master_grass_dirt3_mineable.tga
blendFunc filter
rgbGen identity
}
{
map $lightmap
rgbGen identity
}
}
try it in that order and might have better results. if not try remove the rgbGen identity from the dirt3 stage