I'm quite sure this is how it works. Use the material DaBro0zar posted. Theres also this if your models transparency is messed up within, usually this is used on your vegatation and the such:

Code:
 
function mtl_plants_int
{
mtl.ambient_red = 220;
mtl.ambient_green = 220;
mtl.ambient_blue = 220;

mtl.diffuse_red = 50;
mtl.diffuse_green = 50;
mtl.diffuse_blue = 50;

mtl.emissive_red = 10;
mtl.emissive_green = 10;
mtl.emissive_blue = 10;

mtl.specular_red = 0;
mtl.specular_green = 0;
mtl.specular_blue = 0;

mtl.albedo = 2;
mtl.power = 0;
mtl.skill1=pixel_for_vec(vector(120,0,0),0,8888); // the first value in the vector is the threshold
}

material mtl_plants
{
event=mtl_plants_int;
effect=
"
texture entSkin1;
dword mtlSkill1;
technique vegetation
{
pass p0
{
Texture[0]=<entSkin1>;
ZWriteEnable=true;
Zenable = true;
AlphaBlendEnable=false;
AlphaTestEnable=True;
AlphaRef=<mtlSkill1>;
AlphaFunc=Greater;
CullMode=CCW; // CCW or None

ColorArg1[0]=Texture;
ColorOp[0]=Modulate2x;
ColorArg2[0]=Diffuse;
}
}
technique fallback{pass p0{}}
";
}




But be wary, if A7 turns out to be DX10 based, FFP will be ommited. In this case you can always set it directly in your shaders:

Code:
 technique t0
{
pass p0 //colormap
{
AlphaBlendEnable=true;
//zwriteenable= true;
zenable = true;
//FogEnable=true;
VertexShader = compile vs_1_0 vs_main0();
PixelShader = compile ps_1_0 ps_main0();
}
}



You'll find that due to A6 being slower when theres multiple entities present, your going to have quite big models. Since transparency is based on origin, this causes some problems(because your ground is multitextured). That's why you need to use some of this code from time-time.

Also, you'll find that once the origin of your models pass your clip ranges, the entire model dissapears! This is really annoying, due to it I have to keep the cliprange high all the time(since roadway is one model, can't split it up or their will be many seams in 3dgs, possibly due to the 1quant inaccuracy I think, cause they are no seams in 3ds Max). Hopefully this will change sometime soon, Octree may solve both problems(will split models to take advantage of Octree, and no more inaccuracy)...

camera.clip_near = 25;
Camera.clip_far = 70000;//150000


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