Ok, I just can’t seem to get this straight. Lets say I have a simple two texture terrain shader…like this…
textures/tl3/terrain_0
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
//q3map_texturesize 512 512
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
{
map textures/terrain/grassbrown.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}
textures/tl3/terrain_1
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
//q3map_texturesize 512 512
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
{
map textures/terrain/grassbrown2.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}
textures/tl3/terrain_0to1
{
q3map_lightmapsamplesize 64
q3map_lightmapaxis z
//q3map_texturesize 512 512
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
{
map textures/terrain/grassbrown.tga
}
{
map textures/terrain/grassbrown2.tga
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}
Of course, I know that these are not optimized but they do work in lightmap. Now, if I add a vertexremap shader like this…
textures/tl3/terrain_vx
{
{
map textures/terrain/grassbrown.tga
rgbGen vertex
}
}
I should be able to point to it from the worldspawn, so that both of the terrain textures are replaced by one, correct? Now this is where I think I may have the wrong idea. I have been searching the threads and have found the “answer” to be removing the worldspawn vertexremapshader key entirely. This does get rid of obvious HOM, but I thought the vertexremapshader was supposed to exchange the texture in it for the multiple textures in your lightmap terrain shader. Anyway, my real question is…how exactly do I write my worldspawn vertexremapshader to point to my texture/tl3/terrain_vx shader for both of the lightmap terrain textures?
I’m sorry if it seems like a dumb question, but the closest I can get is both terrain textures being visible in vertex, just not blended. While I think I can work with that (since I don’t care a great deal about how it looks in vertex light) other mappers are wishing for a single texture to be mapped in place of the two in this example, for instance. Actually, kudos on making both textures appear in vertex :). Thanks in advance for any help you guys can give me 
RC

