Take a look at the actual ground texture for coag or something... I'll use Blood Gulch as an example here...

that's the normal map. That shows the basic colors that will be applied to the ground texture.... the detail maps transition because of an alpha channel....

that's the normal map. That showsThat shows that's the alpha channel of the bitmap. In this case the alpha is named Grass... what do you notice about it? The black stuff in the bitmap is where the grass detail map is.
In the shader settings you set your different detail maps that correspond with your alpha channel.
Hope this helped

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