yes.
for the vegetation models i used this:
Code:
texture entSkin1;
dword mtlSkill1;
technique vegetation{
pass p0{
Texture[0] = <entSkin1>;
ZWriteEnable = True;
AlphaBlendEnable = False;
AlphaTestEnable = True;
AlphaRef = <mtlSkill1>;
AlphaFunc = Greater;
// CullMode = CCW; // CCW when sigle sided polys, or None when double sided
CullMode = none;
ColorArg1[0] = Texture;
ColorOp[1] = Modulate; //2x
ColorArg2[0] = Diffuse;
}
}
technique fallback{pass p0{}}
to avoid black outlines on transparent skins, z-sorting errors and make singlesided poly looks good from both sides. in mtlskill i pass alpha ref value, however you can hard code it (AlphaRef = <200>; for example)