Vielleicht hilft es weiter, wenn das "mat_overlay_2sided" Material zu deiner Entity zugewiesen wird, wie hier:

Code:
#include <default.c>

MATERIAL* mat_overlay_2sided =
{
	effect=
	"
	texture entSkin1;
	dword mtlSkill1;

	technique overlay
	{
		pass p0
		{
			texture[0]=<entSkin1>;
			AlphaRef=<mtlSkill1>;
			zWriteEnable=true;
			alphaBlendEnable=true;
			alphaTestEnable=true;
			CullMode=1;
		}
	}
	";
}

function main()
{
	level_load("");

	ENTITY* kiste = ent_create("kiste.mdl",vector(200,0,0),NULL);
	kiste.material = mat_overlay_2sided;
}




Regards, Robert

Quote
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by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

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