Hi mates 
I got this idea while doing some alphamod experiments over the last days. My target was to make some shaders for simple terrain blending while trying to re-use some very nice looking and existing (ET) textures. Problem: Most textures (in ET) donāt have an alpha channel
Possible solution: I could add an alpha channel to thoses textures and put them in my pk3. But there are two things I donāt like: First I think, modifying and re-using existing textures of a game isnāt legal and secondly it would unnecessarily inrease the pk3 size because the RGB channels of a TGA need to be packed in my pk3, even if theyāre existing in the game.
Every channel in a TGA seems to use 256kb. This means 768kb (RGB channels) need to be packed again in my pk3 for each texture, even if theyāre already accessible
Ok, the size seems to be reduced by about 50-60% when being ZIP- compressed, but there are still ~300k wasted for a single texture, blowing up the pk3.
My idea is to leave alone the original game texture (not offending any license and saving some kb/mb) and work with an additional greyscale TGA for the alpha channel which must be added / used with the original texture in some way. I searched for a way to realize this and found q3map_lightImage doing something similar:
You can even use a light image with a different alpha channel for blurrier alpha shadows.
This keyword seems to require a full RGB (+alpha) image and wonāt help here. But I think it should be technical possible to use existing textures with a separate alpha channel image (greyscale TGA (or even JPG?)), only using 256kb (compressed ~100kb) for alphamod and other purposes with an additional q3map- keyword like āq3map_alphaImageā, putting the original texture and the alpha image together.
What do you think of this idea? If it seems to be useful and possible, Iād like to rename this idea and call it feature request 
