So, your not wanting the alpha to appear at all, when you load a texture?
If so, blitz defaulty loads every texture with a colour flag and an alpha flag. Same with sprites. You need to only specify the color flag, as pete says. Blitz will take completely black as being completely see through and white as being solid. Everything inbetween will gradient accordinly. Even if the image doesn't not contain alpha information. (I'm not sure about .DDS textures, however)
Keep in mind also, copyrect does NOT copy any alpha information present in a texture. Just as a note.
Remember also, you can change the mask/alpha color of a texture, as masking/alpha does not work on a color basis in 3d. Blitz only does this to make it easier for you. It works on a per pixel/texel basis. It's just using colors to achieve this, is easier to do.
If so, blitz defaulty loads every texture with a colour flag and an alpha flag. Same with sprites. You need to only specify the color flag, as pete says. Blitz will take completely black as being completely see through and white as being solid. Everything inbetween will gradient accordinly. Even if the image doesn't not contain alpha information. (I'm not sure about .DDS textures, however)
Keep in mind also, copyrect does NOT copy any alpha information present in a texture. Just as a note.
Remember also, you can change the mask/alpha color of a texture, as masking/alpha does not work on a color basis in 3d. Blitz only does this to make it easier for you. It works on a per pixel/texel basis. It's just using colors to achieve this, is easier to do.