how ican get ride of these weird lines/triangles in the terrain, to explain better look at screenshot i really dont know how to get ride of this!!
shader problem??
A quick way to get rid of it is:
add to your terrain shader:
q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
http://www.simonoc.com/pages/articles/terrain1_2.htm
A less quick way is, to to texture it all yourself with alpha volume brushes - also check siminoc’s articles
I already did that but it do not disapear i think after so many tests i get it less noticeable but cant get it perfect, i also try use q3map_nonplanar too to merge the triangles, any other hint??
Here I use a different editor_image, and it works; But if I use directly the texture, it looks the same in editor and ingame: when the angle of the triangles is too angled, I have this in editor.
If needed I can up a screen to prove it works fine here this way, dunno why but it does 
Edit:
Just in case, the shader:
textures/Test/terrain_base
{
q3map_shadeangle 60
q3map_lightmapsamplesize 8
q3map_lightmapsize 1024 1024
q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
}
textures/Test/bigrock_rounded_faint
{
qer_editorimage textures/editor_image/terrain0.tga
q3map_baseshader textures/Test/terrain_base
{
map textures/snow_sd/bigrock_rounded_faint.tga
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
i will give it a try Mateos thx for that, if the problem still occur i will upload the terrain and the shader
The shader exemple not work also the q3map_tcGen ivector with different values not work too, i will need wait more 2 days to get back the map files due a HD problem (my secondary) all my files are stored there
, i really hope i can get it back because i already have done 50% of this map include the script.
Well in my example you can remove terrain_base and q3map_baseshader, they’re uneeded to fix.
The important is to have a different editor_image than the “map” texture (Which will be the ingame one). I can show you that in editor I have your issue, and after compilation no issue.
Not sure the shade angle thingy can help, it is just supposed to smooth the shadows on terrain/rocky walls to make less noticeable the edges…