Got a little problem with alphaMod. Ok, in my level, I have an island in the middle of the level surrounded by water on all sides. (using the water shader you provided in shaderlab_1337) The water fades perfectly into the distance. However, I have 2 terrain entities also. One of these is the more detailed one, surrounding the island with various small hills and such. The other is simply another 5-sided brush like the water shader. This brush is the one I want to fade into the distance like the water. These 2 terrain entities have the same “sand” texture on them, and I would like them to blend with each other. However, when using the same terrain shader, either the pentagon shaped brush is not effected by the alphaMod, or when I adjust the 2 shaders to work with alphaMod, the first, more detailed terrain is halfway transparent.
When I use a combo of both, whereas the detailed terrain works properly and so does the other brush with alphaMod, the 2 are different color shades. (the detailed one is much lighter than the other)
Here is the “detailed” terrain shader:
textures/duelx_1/beach_base
{
nopicmips
q3map_shadeangle 120
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_lightmapsize 512 512
q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
}
textures/duelx_1/beach_0
{
q3map_baseshader textures/duelx_1/beach_base
{
map textures/duelx_1/sand.jpg
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}

textures/duelx_1/beachb_base
{
nopicmips
q3map_shadeangle 120
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_lightmapsize 512 512
q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
}
textures/duelx_1/beachb_0
{
q3map_baseshader textures/duelx_1/beachb_base
{
map textures/duelx_1/sand.jpg
blendFunc blend
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
alphaGen vertex
}
}

