This shader works for us (We did not have the correct shader entries):
[b]
textures/Yourfolder/terrain_0
{
q3map_shadeangle 225
q3map_splotchfix
q3map_nolightmap
q3map_nonplanar
q3map_onlyvertexlighting
q3map_texturesize 1024 1024
q3map_tcGen ivector ( 1024 0 0 ) ( 0 1024 0 )
{
map textures/Yourfolder/something_ground.tga
rgbGen vertex
}
}
textures/Yourfolder/terrain_1
{
q3map_shadeangle 225
q3map_splotchfix
q3map_nolightmap
q3map_nonplanar
q3map_onlyvertexlighting
q3map_texturesize 1024 1024
q3map_tcGen ivector ( 1024 0 0 ) ( 0 1024 0 )
{
map textures/Yourfolder/something_ground_1.tga
rgbGen vertex
}
}
textures/Yourfolder/terrain_0to1
{
q3map_shadeangle 225
q3map_splotchfix
q3map_nolightmap
q3map_nonplanar
q3map_onlyvertexlighting
q3map_texturesize 1024 1024
q3map_tcGen ivector ( 1024 0 0 ) ( 0 1024 0 )
{
map textures/Yourfolder/something_ground.tga
rgbGen vertex
alphaGen vertex
}
{
map textures/Yourfolder/something_ground_1.tga
rgbGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
}
textures/Yourfolder/terrain.vertex
{
{
map textures/Yourfolder/something_ground.tga
rgbGen vertex
}
}
The you add these to your worldspawn:
Key: terrain value: 1
Key: Layers value: 2
Key: alphamap value: textures/Yourfolder/Terrain_blend.pcx
Key: Yourfolder/terrain
You can’t have both lightmapped terrain and fog. The terrain has to be vertex lit.
I hope that helps a little 
[/b]