I took the model idea, but changed it slightly. I created a flat round model and attached no skin. I then imported this into my level and positioned it over the TGA, set it to unlit and invisible, and used that for collision detection of the ball. That way, I was able to keep all of the water puddles I had as TGAs without having to remake each one. The end result is completely the same, and you can't tell that the invisible models are there.
