If someone knows the answer to this or if it is even possible I would be very grateful…
I’m trying to create a winding track. For this I am using a patch mesh that sits at the same level as the ground. As such the shader used on the mesh acts like a decal to avoid z-fighting. The image for the track has an alpha channel to create transparency at the edges to make the edge of the track less linear looking. Now the problem Iam having is that I can not get the lightmap and blending of layers in the shader to work correctly. Here is the shader I am using:
textures/ww_canyon/canyon_track
{
qer_editorimage textures/ww_canyon/canyon_track.tga
polygonOffset
entityMergable
surfaceparm alphashadow
{
map textures/ww_canyon/canyon_track.tga
rgbGen identity
blendFunc blend
}
{
map $lightmap
blendfunc filter
rgbgen identity
}
}
Here is a pic of what this produces - so you can see that the edges of the track produce an orange glow and bad shadow where the edges fall in to shade.
[/img]

Ahh on that note, I’ve been informed one potential way to smooth the shadows on the terrain is to use phong shading (other than making more complex models)…do you concur? Oh yes, and I trust you’re enjoying England - if they ever let you out that is - warm beer, fish and chips and rain - bring it on!!