I showed ratty redenptions tutorial for fellow mapper and he said: too complicated. But I think blending is not so hard. So here is little basic tutorial to get started with fantastic q3map2 feature!
- Just choose some nice textures which you want to blend.
I use ET and choosed nice snow textures:
- textures/snow_sd/snow_noisy.tga
- textures/snow_sd/snow_var01_big.tga
So I created nice shader for my white snow:
textures/forest_dc/snow_1
{
qer_editorimage textures/snow_sd/snow_var01_big.tga
q3map_forceMeta
q3map_nonplanar
q3map_shadeAngle 179
surfaceparm landmine
{
map textures/snow_sd/snow_var01_big.tga
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
And made blending shader to the more dirty snow:
textures/forest_dc/snowmurky
textures/forest_dc/snowmurky
{
qer_editorimage textures/snow_sd/snow_noisy.tga
q3map_forceMeta
q3map_nonplanar
q3map_shadeAngle 179
surfaceparm landmine
{
map textures/snow_sd/snow_noisy.tga
rgbGen identity
}
{
map textures/snow_sd/snow_var01_big.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
Now the hard part is done!
Now to the more visual part of the tutorial…
First of all texture your terrain with the base shader and then select few brushes to see where should the alpha blending be:

Then create nice brush with alpha shader 0% in middlepoint of the terrain brushes

Texture those surrounding brushes with the blend shader:

Func_group your texturized brushes and the alpha shader.

compile and look the amazing blend!!

This tutorial is not perfect and describes only very simple blend. see rattys tutorial for bigger scale blending: http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=8244
EDIT: Thanks for ratty to pointing out typos.



