Oooooooo, I know this one. Call on me teacher, I'm ever so smart!
Okay, well, when using high-res textures in Aleph One, you've got to make a transparency map or something. I don't know much about it, but I'm sure one of the other guys lurking around the forum does.
:
: Back with one little query, directed mostly at Forrest but also at anyone
: else who might have any sort of knowledge in this area: Forrest, I noted a
: while back when you posted screenshots of Eternal (It's a rather apt name,
: isn't it? Anyway...) that you were having the same problem with
: semitransparent textures and OpenGL that I have now been confronted with:
: Ie, they don't really work. For some reason, when the texture files are
: parsed through or whatever is done to them, the light blue areas are not
: translated into transparent areas.
: My own current speculation on this is that the OpenGL parser does not
: recognise the old Marathon standard of light blue, and instead one must
: make the areas actually transparent. (Not impossible, I believe at least
: the PNG standard which I am using has reasonable support for transparent
: areas) I have not, however, tried this, and may very well find it simply
: does not work. Have you, or any other, found a solution to this?
: It is highly likely that at least I am missing out on something terribly,
: blindingly obvious, as this is usually the case. I would appreciate it,
: however, if someone of less clipped vision that I could answer my
: questions. :)
: acropolis.piltdown