I have used alpha mapping with normal image mapping through the texture channels. However, I have not figured out how to get it to work when a mesh is UV mapped. On the left, you can see a model with normal image mapped texture channel. On the right, I am trying to UV map the alpha map to a cylinder.
I do not know how to tell it to make the white parts see through. Can I even do this? Is there a calcAlpha button when UV mapping?