Object Creation and Me
"Step 3 - A brief overview of the textures
All textures except for the overlay should have no alpha and be saved as DXT1.
The overlay is the first texture you should see, if you don't want an overlay, click the edit button, and then the make empty button in the window. Otherwise, your overlay should be a colored image on a transparent background, saved as DXT5 or DXT3.
The mask should be the recolor channels you want to use, make it as usual and save as DXT1. if you are disabling all patterns, and just using an overlay for the color, don't even bother changing the mask, or use any mask.
Most of the time, the transparency map is completely black and white. The white part is the shape of your wings, anything that's white is something you want to show up in game, and anything that is black is something you want to be invisible. If your transparency map is all black, you will see the wings as invisible. If your transparency map is all white, you will see a big square behind the sim. So don't make it all black or all white.
To easily get a transparency map in GIMP, hide/delete the background of your multiplier, so only the shape of the wings on a transparency background is visible. Then zoom out so you can see the entire image, go to the channels tab, and drag the alpha channel onto the image. Then save this layer as your transparency map, DXT1.
The multiplier should be a medium grey image of your wings as usual, but with a black background, saved as DXT1.
The specular should be the multiplier, but slightly darker. Just make it how you usually make a specular, and save as DXT1.
Ignore the other textures, unless you actually do know what to do with them. The only other texture you should be touching is the bumpmap, but only if you've done bumpmaps before."
Possible resource: Yes sorry, will have to go - well, to the Dark Side. Do ya want this fence that much? Yea, I guess WE do..................
A loyal sockfish
I've done some research and I haven't yet found any custom fence that has an alpha mesh. However, I've learned a little more about TSRW and how to dig in all the little fiddly files (mesh materials, etc) so maybe the solution to the wonky alphas lies there?