Hi all
I have a couple of questions with dotproduct2 blending.
Firstly, although it SEEMS to work ok, when you create a new channel, what should the opacity and colour be?
Mine was 100% black. I then copy and pasted my black/white image into the channel.
Also, for my textures to look proper in game, i need to v/hscale it to -0.2000. I can’t seem to be able to do the same with my dirt/grass texture. It remains at the default size causing it to look more like terain bluring rather than blending. I have also noticed it is mirrored, even though when i caulk it, its all the same.
Many thanks 
P.s This is my .shader:
textures/new_textures/dirt_grass
{
qer_editorimage textures/new_textures/dirt_grass.tga
q3map_nonplanar
q3map_shadeangle 120
q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
q3map_alphaMod dotproduct2 ( 0.0 0.0 0.75 )
{
map textures/new_textures/dirt.tga // Primary
rgbGen identity
}
{
map textures/new_textures/grass.tga // Secondary
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaFunc GE128
rgbGen identity
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
textures/new_textures/alpha_000 // Primary texture ONLY
{
q3map_alphaMod volume
q3map_alphaMod set 0
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
qer_trans 0.75
}
textures/new_textures/alpha_075
{
q3map_alphaMod volume
q3map_alphaMod set 0.75
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
qer_trans 0.75
}
textures/new_textures/alpha_100 // Secondary texture ONLY
{
q3map_alphaMod volume
q3map_alphaMod set 1.0
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
qer_trans 0.75
}
I also have in textures/new_textures:
1 dirt image (512x512) 32bit.tga
1 dirt grass (512x512) 32bit.tga
1 dirt/grass editor image (64x64) 24bit.tga
and 3 alpha images (00, 75, 100)