Ok, so I got a problem now where I have a tire tread overlay for my terrain.
I wanted black in it also, so .jpg was out of the question for blending.
So I made my .tga with appropriate alpha. Then, I throw it in a shader like this:
textures/el_daba/car_streak
{
qer_editorImage textures/el_daba/car_sreak
surfaceparm gravelsteps
q3map_shadeangle 120
surfaceparm landmine
surfaceparm alphashadow
surfaceparm trans
{
map textures/el_daba/car_streak
blendfunc blend
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
Which works ok for blending (opaque pixels included) BUT! Anywhere that shadow touches it, the alpha areas become black (depending on strength of shadow). Also if player walks over it, same thing.
So… I took a look at some decal shaders in W:ET (though what I’m doing is actually a raised 0.125, for stopping z-fighting with player shadow) because of the alphas they used… and I saw a really odd kind of shader so I tried it also:
textures/el_daba/car_streak
{
surfaceparm gravelsteps
q3map_shadeangle 120
surfaceparm alphashadow
surfaceparm trans
surfaceparm landmine
implicitMask -
}
Works, and no shadow errors, BUT: its as if I’m using AlphaFunc GE128; its an all or nothing test for alpha pixel values. So its really ugly, yuck!
Not to mention I have no control over lighting: attempting to add a new lightmap stage to it results in white areas over the alpha. So I’m stuck with default shader lighting.
So… now I wanna know: how can I get a transparent image to work like the decals used in base ET, AND not throw those ugly shadow errors?
Any help appreciated, thanks in advance.
Also I have another problem, may as well post here about it:
I’m making sand storm effects for my map, but I’m doing it all in Radiant since W:ET doesn’t support custom effect files. :eek: So, after tons of bug testing I’m now here:
textures/el_daba/dust3
{
qer_editorimage textures/el_daba/dust3
surfaceparm trans
surfaceparm nonsolid
surfaceparm opaque
surfaceparm detail
q3map_nofog
q3map_nolightmap
q3map_nonplanar
cull twosided
{
map textures/el_daba/black.tga
blendfunc GL_ONE GL_ONE
}
{
clampmap textures/el_daba/dust3.tga
blendFunc blend
alphaGen vertex
tcMod rotate -16
}
}
so there are 2 problems. 1, the second image stage doesn’t seem to be responding to alpha volume brushes. 
2, the clampmap KINDA works… it seems to sort of stop repeat sometimes but then I get these weird lines like below (edges of cloud):

The actual .tga is 100% alpha on its edges, so I shouldn’t be seeing any edges to this cloud.
Btw, if anyone is wondering about the black image and GL_ONE GL_ONE, thats just to make sure that the second stage is blending onto something, otherwise I get an error. And for some odd reason, rendering a $whiteimage and then rgbGen const ( 0 0 0 )'ing it + GL_ONE GL_ONE doesn’t work. (goes solid white behind cloud)
So, thanks in advanced as usual for any light you guys can shed on these quality errors.