Here’s the problem, the faces with the blended textures seem dark from a distance (click for a bigger image):

And once you get close, they look fine:

Here’s an editor shot, from that same corner, alpha fade shaders are selected so you see where they are (vertexes where i want the transition to be 100% grass - primary texture, and other vertexes are 100% rock - secondary texture):

And here is the shader used on those faces (lightly modified Sock’s shader from this tutorial):
textures/dd_colombia/ter_rock2grass
{
qer_editorimage textures/dd_colombia/ter_grass2rock.jpg
q3map_nonplanar
q3map_shadeAngle 120
{
map textures/dd_colombia/nature_grass01.tga // Primary
rgbGen identity
}
{
map textures/dd_colombia/nature_rock01.tga // Secondary
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
Thanks in advance.