Im having a litle proble because I have a sea that goes into sky color, in fact it goes into transparency (SCREENSHOT BELOW)
but the sand below that do the same makes a strange effect… like superposed or something like that… (SCREENSHOT BELOW)

There the SEA EDGE that is suposed to be over the sand is below … like a illusion and the SAND EDGE is acting like the SEA EDGE…
i dont know what to do
here are the shaders (the go to transparency with alpha mod brushes
//ALL TEXTURES WITHOUT ALPHACHANNEL EXCEPT textures/chaez/chaez_sea.tga
//SAND TO TRANSPARENCY
textures/chaez/chaez_underwater_end
{
qer_editorimage textures/desert_sd/sand_disturb_desert.tga
surfaceparm nolightmap
surfaceparm landmine
surfaceparm gravelsteps
q3map_novertexshadows
q3map_forcesunlight
nopicmip
{
map textures/chaez/chaez_fog_ocean.tga //OCEAN FOG COLOR
blendFunc blend
rgbGen identity
alphaGen const 1.0
}
{
map textures/desert_sd/sand_disturb_desert.tga
blendFunc blend
rgbGen vertex
alphaGen vertex
}
}
//SEA TO TRANSPARENCY
textures/e_o_ocean/terrain_end
{
q3map_baseshader textures/e_o_ocean/ocean_base
{
map textures/chaez/chaez_fog_sky.tga //SKY HORIZONT COLOR
blendfunc blend
rgbGen identity
alphaGen const 1.0
}
{
//LIKE THE REST OF THE SEA BUT WITH ALPHA CHANNEL OF 0.45*
//*I REALISED THAT THIS TEXTURE IS NOT NECESARY BECAUSE I CAN USE THE ALPHAMOD IN 0.45 INSTEAD OF AN ALPHACHANNEL
map textures/chaez/chaez_sea.tga
blendfunc blend
rgbGen identity
tcMod scroll 0.005 0.03
alphaGen Vertex
}
}
//OCEAN BASE
textures/e_o_ocean/ocean_base
{
qer_editorimage textures/liquids_sd/seawall_ocean.tga
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
surfaceparm pointlight
surfaceparm lightfilter
surfaceparm water
nopicmip
qer_trans 0.75
q3map_globaltexture
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}
The other problem is that like it goes int transparency you can see a part of the sky that is ugly (all the skies have the same problem) and I don’tknow what to do but first I wanna solve the first problem :disgust: