Ok problem one is that I can’t plant landmines
Here is my shader file, note the lines surfaceparm landmine repeated a couple of times
textures/city1/terrain_0
{
q3map_baseshader textures/city1/terrain_base
qer_editorimage textures/desert_sd/sand_wave_desert.tga
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/sand_wave_desert.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/city1/terrain_1
{
q3map_baseshader textures/city1/terrain_base
qer_editorimage textures/desert_sd/road_dirty_gravel.tga
surfaceparm gravelsteps
{
map textures/desert_sd/road_dirty_gravel.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/city1/terrain_2
{
q3map_baseshader textures/city1/terrain_base
qer_editorimage textures/desert_sd/sand_dirt_medium.tga
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/sand_dirt_medium.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/city1/terrain_3
{
q3map_baseshader textures/city1/terrain_base
qer_editorimage textures/desert_sd/pavement_quad_sandy.tga
surfaceparm gravelsteps
{
map textures/desert_sd/pavement_quad_sandy.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/city1/terrain_0to1
{
q3map_baseshader textures/city1/terrain_base
qer_editorimage textures/desert_sd/sand_wave_desert.tga
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/sand_wave_desert.tga
}
{
map textures/desert_sd/road_dirty_gravel.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/city1/terrain_0to2
{
q3map_baseshader textures/city1/terrain_base
qer_editorimage textures/desert_sd/sand_wave_desert.tga
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/sand_wave_desert.tga
}
{
map textures/desert_sd/sand_dirt_medium.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/city1/terrain_0to3
{
q3map_baseshader textures/city1/terrain_base
qer_editorimage textures/desert_sd/sand_wave_desert.tga
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/sand_wave_desert.tga
}
{
map textures/desert_sd/pavement_quad_sandy.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/city1/terrain_1to2
{
q3map_baseshader textures/city1/terrain_base
qer_editorimage textures/desert_sd/road_dirty_gravel.tga
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/road_dirty_gravel.tga
}
{
map textures/desert_sd/sand_dirt_medium.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/city1/terrain_1to3
{
q3map_baseshader textures/city1/terrain_base
qer_editorimage textures/desert_sd/road_dirty_gravel.tga
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/road_dirty_gravel.tga
}
{
map textures/desert_sd/pavement_quad_sandy.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/city1/terrain_2to3
{
q3map_baseshader textures/city1/terrain_base
qer_editorimage textures/desert_sd/sand_dirt_medium.tga
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/desert_sd/sand_dirt_medium.tga
}
{
map textures/desert_sd/pavement_quad_sandy.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/city1/terrain_base
{
nopicmips
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
}
Problem two is that whenever I have three textures joining together everything goes to pot. Is there anyway of avoiding this or do I have to make sure it doesn’t happen.

