Thank you!
It took a bit of reworking and messing around with texture flags but I got it working and it looks identical to the png.
Just a side note, if you ever wanted to use that code you would have to replace the line:
SourceA = (RGBSource and $FF000000)Shr 24
with
SourceA = (SourceR+SourceB+SourceG)/3
Seeing as I was using a jpg, the greyscale equivalent was saved as the alpha map so I adjusted seeing as the actual "alpha" value of the alpha map is 100% (.jpg). But that is easy enough to fix.
Also you have to remember to make both textures loaded with the flag 2 for an alpha map for both of them. Not that I really need to explain this to you, but in case anyone stumbles upon this thread that will make it easier to implement.
Thanks again Ross, now back to work!
It took a bit of reworking and messing around with texture flags but I got it working and it looks identical to the png.
Just a side note, if you ever wanted to use that code you would have to replace the line:
SourceA = (RGBSource and $FF000000)Shr 24
with
SourceA = (SourceR+SourceB+SourceG)/3
Seeing as I was using a jpg, the greyscale equivalent was saved as the alpha map so I adjusted seeing as the actual "alpha" value of the alpha map is 100% (.jpg). But that is easy enough to fix.
Also you have to remember to make both textures loaded with the flag 2 for an alpha map for both of them. Not that I really need to explain this to you, but in case anyone stumbles upon this thread that will make it easier to implement.
Thanks again Ross, now back to work!