The first thing I would recommend is check to see if the sample maps work and compile ok with your setup. Then at least you know your shaders/compiler is setup correct.
The initial blending on the terrain is done via the dotproduct2 system. This will create alpha values for the vertex points based on the angles of the normals. (The steepness of the terrain) The alpha fade brushes are then used to fine tune the terrain so you get the blends and path/routes how you want them. Always use the minimum amount of alpha fade brushes so you preserve the original DotProduct2 blends.
The article is very condensed and does not really repeat anything but it tries to give as much new information as possible. The primary/secondary thing is mentioned a couple of times but yes I did not really go into it much. The order of the textures is dictated by what alpha channel you want and the order in which you want to blend things.
When blending I always planned them out on paper first and created a little system for it. I would draw out the blends and write in the primary textures used for each area. Then I would decide on what texture I would use for the blend/edges and that process would decide the order of the textures. So you end up with something like this:
P ----- S ----- P ------ S ----- P
Rock - Mud - Grass - Mud - Dirt
I sort of called it the PSP rule as it always made sure I did not create a wacky blend and end up with trying to blend a Primary to a Primary. I wanted to add something into the article about this but lack of space and information overload stopped me.
Did you compile the sample maps to see if the system works first?
No blends at all usually means the alpha channels are not being set by the compiler properly. It can be a path issue or shader. Partly why I ask did the original sample maps work bec then you know your compiler set it right.
One other thing to remember is that the blends are extremely sensitive to alpha channels and I have a sample map to show you what I mean.
http://www.planetquake.com/simland/files/blend_test1.zip
(This zip file needs textures from the POM map)
The above zip has 2 examples showing you why sometimes the Alpha Fade brushes don’t work how you expect them to. Its all down to the alpha channel and if not setup correctly you will not get the right results. I spent weeks tweaking the alpha channels of my textures and its not something that will work straight away, you will need to experiment.
Sock
:moo: