It numbers of color contain your alphamap (pcx file) and layers (key/value)
in the first exemple, it 2 layers (2 textures in the pcx)
texture 1
textures/[my_map]/terrain_0
texture2
textures/[my_map]/terrain_1
the blend
textures/[my_map]/terrain_0to1
replace [my_map] by the name of your map and put the script at the end of your perso shader.
Also, replace [my_map] in the func_group (shader value),
And also, don’t forget to add your perso shader in your shaderlist.
for more then 2 textures (exemple 2)
it a 5 textures for a map name merlin: (5 textures in .pcx file)
classname = func_group
terrain = 1
layers = 5
shader = merlin/terrain
alphamap = merlin.pcx
textures/merlin/terrain_0
textures/merlin/terrain_1
textures/merlin/terrain_2
textures/merlin/terrain_3
textures/merlin/terrain_4
look at the second scripts for the blend (terrain_XtoX )
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edit:
More info about the .pcx.
every pixel count for 2 triangles (1 square/rectangle) of your func_group.
you can’t mix more then 2 textures.