Ydnar, I think there may be more to this terrain issue than just shader errors, unless you can see where i’ve made an error with mine 
I have experienced this problem with my latest map and from what I’ve been told many others are also experiencing it.
Here is what is happening to me.
The pink dashed line is where the shader isn’t displaying the meta shader information correctly


The green area is what the terrain should look like and where the grass texture should be.
This “hard edged” texture transition is also sporatically happening all over my map…some areas more obvious than others.
I have made my shader with a baseterrain.
textures/dg_aztek/baseterrain
{
q3map_lightmapsampleoffset 8.0
q3map_lightmapaxis z
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
surfaceparm grasssteps
q3map_globaltexture
}
and have made all the stages as follows
textures/dg_aztek/terrain_0
{
q3map_baseshader textures/dg_aztek/baseterrain
q3map_lightimage textures/stone/mxrock3_a.tga
{
map textures/stone/mxrock3_a.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
rgbGen identity
}
}
textures/dg_aztek/terrain_0to1
{
q3map_baseshader textures/dg_aztek/baseterrain
q3map_lightimage textures/stone/mxrock3_a.tga
{
map textures/stone/mxrock3_a.tga
}
{
map textures/stone/ground_c09a.tga
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
rgbGen identity
}
}
and the final stage
textures/dg_aztek/terrain.vertex
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_globaltexture
{
map textures/stone/mxrock3_a.tga
rgbGen vertex
}
}
now the only question I have with the shader is should this final stage be this
textures/dg_aztek/terrain.vx
as I have seen on some posts here?
I was told that it might be a flat tri somewhere on my terrain that is causing this but I have removed all flat tri’s and it is still happening.
I hope I have given enough information about this to help me fix the problem, the addition of lightmapped terrain and bumpmapped textures and patch shadows has greatly increased the visual quality of my maps and I thank you for all your hard efforts…if you could help me solve this final issue I will be eternally in your debt… :drink: