| Lines 1-15 | Is the short blend material shader with a familiar one texture blending on
            top of another. Both stages use 'rgbGen identity' because this material shader is beneath the long blend 
            section which has the lightmap stage. 
 
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            | Lines 16-37 | Is the long blend material shader which is transparent and has no collision.
                              This shader has the lightmap stage because it is positioned on top of everything else. 
 
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            | Line 19 | Tells the compiler to not use this surface for bounce light. 
 
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            | Lines 20-22 | Marks the surface as no collision, transparent and no decal marks. 
 
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            | Line 23 | Draw this material shader on top of anything else. 
 
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            | Line 25 | The terrain textures are 512 x 512 in size and should use a setting of 256 instead of 128 for the 
                              'q3map_tcGen ivector' command. The lower value makes the textures appear to be double density 
                              (0.25 scale in the editor) so they look better for screenshots. 
 
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            | Lines 28-29 | The alpha channel is affected by alpha fade brushes. 
 
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