Alpha Mapped Sprites

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Hello,

Firstly I am new to Blitz3D so my appologies for being a dunse.

I am trying to write a fairly simple game to start with but am having difficulty with alpha mapping and sprites.

I have created an explosion animation as a series of .bmp files with a black background and I would like the explosions to fade away, the images fade gradually to black. I am using PSP7 to create my images so transparency is very difficult, particularly gradual transparency.

I have found two commands in Blitz that I would think effect the alpha of sprites, the first and most obvious (entityAlpha) seems to fail completely though (GeForce2 MX - not latest drivers as they seem a little flakey with DX9a).

The second command was EntityAutoFade, however this did not fade out the black very well.

I have made a screenshot of both fades in action:



I am loading the cells of animation as a brush with the masked parameter:

expBrush(ex)=LoadBrush("Explosion/dth"+Str(ex)+".bmp",4)



How should I go about making the explosions fade out nicely without the solid black areas please?