ah, thanks, but it didn’t help either. i think ztrans has something to do with z-buffering or sorting the transparent faces.
this is driving me crazy…
is it even possible to use a tga with alpha channel and have it rendered transparently? or do i have to use a separate texture for transparency information? and what settings exactly are necessary? or is there some example file somewhere?
i tried this:
loaded the tga with alpha into the first texture slot of the material and toggled “usealpha”. in the material preview it showed transparent like it should but it didn’t render transparently.
i also tried using two textures. i mapped the first texture to “color” and the second texture to “alpha”. it didn’t work either.
i think i use the bf-build from november 17.