ok i used easygen v.142 to make my terrain, but when i go to compile i get the cannot find omaha.pcx error, yet my omaha.shader is in my scripts dir and my omaha.pcx is in my etmain dir. any ideas? i did a search on here but didnt find an answer other than make sure the files are in the right directories 
pcx problems
Open your map file with a text editor and search for the terrain entity. Copy/paste the “key” “value” sections into a post, and post your terrain shader while you’re at it as well.
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eh, i decided to forget easygen, since sock and you have been workin on that new method of alpha blending, i think im gonna go that way 
here`s a couple of pics of my water fall area, without the water compiled, but showing what can be done with dotproduct2 and alphamap blending.
the [1st pic](http://ratty.rentyman.com/dreamland/images/dev/image228.jpg) has a red highlight color on the dirt layer which is over laid with grass or rock... I think the red speckled dithering shows how well the dotproduct blending works on terrain... if those were all alphamap blends it would be linear fades from one texture to another, which doesn`t look as natural.
saying that, my light caustics which scroll in different directions, as they travel from the waterfall then split off to travel around the moat... were a mixture of dotproduct, which produces a really nice lapping water effect, and alphamaps to cover the seams where the different scrolling meets.
the [2nd pic](http://ratty.rentyman.com/dreamland/images/dev/image229.jpg) is the same compile but with my red debug filter stages commented out in the shader.
I haven`t finished tweaking the sun lighting, and there is no visible sky shown or details like trees, plants, small boulders, flowing water etc... but it gives a good impression of what the finished terrain will be like.
thanx ydnar for giving us the power to make scenes like this :D
thanx guys and Ill release the source files and help work on a tutorial, if needed, once Im entirely happy with the methods I`m using.
@ydnar, something Ive noticed is occasionally there will be a single tris that is darker lit then its adjacent ones, even though the tris angles are shallow and I`m using q3map_shadeangle 178
there is one faintly visible near the middle of the 2nd pic, on the right hand jetting out rock… if I change the angle of the penumbra sun or use more iterations in q3map_skylight, then the tris seems to be lit ok, but others might appear else where… any suggestions?
thanx but in these test compiles I`m only using -meta -light -fast -fastgrid