@WolfWings, first off, when you talk about the “newly-discovered capabilities built into all Q3-engine games” I really think you should credit ydnar, rgoer and myself, and in future other people should also credit you for helping to further develop this technology.
and in linear blend articles, I think we should also mention NOP`s part in helping first test the alphamod volume blending with me, as that inspired me to further develop my soft edge water using the linear blending.
2nd, I had to read through some of it twice, but I think I understand all of your tutorial now, except the use of the $ symbols on the .tga texture mapping lines? …I know it is used with lightmaps and internally generated whiteimages, but what`s the reason for using them on the .tga lines?
and other then the bold main text, which hopefully your remove when properly formatted, I really like the wording and proposed presentation of your tutorial, and would be happy for you to write up, create any web based ones of mine in the future, if you had the time and were happy to?
saying that, work on my own tutorials is on hold while I deal with some serious real life stuff, which is preventing me from getting any mapping done atm, but time allowing in the future, I dont lack motivation for helping develop the technology, although I dont think my chaotic form of note making compares well with a well presented tutorial, hence my suggesting on working with you on that side, plus we`d surely develop the technology better, working side by side?