I tried TGAs to do masks, but its exactly the same as PNG. It ignores the existing mask and just masks out any pixels that are 0,0,0 RGB. :( *sob*
You're right about TGAs though, they do seem to handle alpha more reliably than PNGs. It's useful in this instance to have a proper alpha channel rather than working pre-multiplied. That said, they're four times the size of PNGs. :)
I'll take a look at Mr Flack's code for making a proper masked texture, but I get the feeling that it's going to be nigh-on impossible to conveninently work into a level built with textures included within. Previously I could just load my B3D file and that was it.
You're right about TGAs though, they do seem to handle alpha more reliably than PNGs. It's useful in this instance to have a proper alpha channel rather than working pre-multiplied. That said, they're four times the size of PNGs. :)
I'll take a look at Mr Flack's code for making a proper masked texture, but I get the feeling that it's going to be nigh-on impossible to conveninently work into a level built with textures included within. Previously I could just load my B3D file and that was it.