So I met this guy on Soldier of Fortune II a while ago and he tested something which looks neat but it doesnt work on NVIDIA cards somehow. I wonder if there's a fix for this and if it happens in all Q3 based games.
The shader used:
[spoiler]textures/mk_textures/multiblend_01
{
qer_editorimage textures/mk_textures/multiblend_01
q3map_globaltexture
{
map textures/mk_textures/block_base_01
}
{
map textures/mk_textures/blender_01
blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
tcMod scale 0.25 0.25
}
{
map textures/mk_textures/cracks_01
blendFunc GL_ONE_MINUS_DST_ALPHA GL_DST_ALPHA
}
{
map textures/mk_textures/blender_01
blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
tcMod scale 0.2 0.2
}
{
map textures/mk_textures/sand_01
blendFunc GL_ONE_MINUS_DST_ALPHA GL_DST_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}[/spoiler]
What it should look like and what it looks like (notice the random sand and cracks):


Same map in JKA on NVIDIA card

And it has to do something with this (in ShaderED)

The other topic on JKHUB for additional info:
https://jkhub.org/topic/7226-alpha-blen ... dia-issue/