K, tried it in the action >> no luck, lol...

Ok, well it seems the only way i'm going to solve this is to learn part of FFP shaders. Am i on the right tracks>>>???

Texture mtlSkin2;
Texture[2] = <mtlSkin2>;
TexCoordIndex[2] = 1;

ColorOp[2] = Add; // add the .tga alpha map to the shader
ColorArg1[2] = Texture;
ColorArg2[2] = Current;

TextureTransformFlags[2] = count3 | projected;
TextureTransform[2] = {
0.8, 0.0, 0.0, 0.0, // u-scale of alpha
0.0, 1.0, 0.0, 0.0, // v-scale of alpha
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};

Then in my material WDL I define a BMAP>>

bmap alphamap = "bm_alpha.tga";

and add skin2=alphamap; to my material.

Any errors or code i should be aware of?

Thanks

Last edited by DJBMASTER; 01/25/08 00:36.