You might get some of this already, but I'm just gonna make sure.
Basically when an object is made to look ghosted in 3d the textures are modified so that every so many pixels there is a blank one that is drawn transparent, imagine it like a screen door. So when the background is blue, you can see it through those transparent spots and the object appears to be tinted blue, or whatever image/color is in the backdrop.
1. With the color wheel there are colors opposite each other so that when combined they form, grey or white or nothing-color (???) I don't know the science behind it.
3. Say you have a blue backdrop and you want to ghost your object. Your object will be tinted blue because of what I explained above. You can still achieve a ghosting effect without this limitation.
Take your texture and put it on a single layer in a painting program (something like Paint Shop or Photo Shop). Then create a layer "behind" it (so that this layer is drawn first, then the layer with the texture in it on top of that). Put whatever image or color you want to be in the "background" of your ghosted object let's use my grandma's smiling face for example. That's my background image.
Next I adjust the opacity of the other layer (which has the actual texture of it, say it's a yellow smiley face which will be wrapped onto a sphere)to make it so that the background image bleeds through more. When displayed in 3d we have a yellow smiley face ball that has a vague shadow of my grandmother's face smiling out the side of it.
Say you want to have a "ghosted background" like we did above and still make your object transparent to the objects/backdrop inside your db game. Then just reduce the opacity of the texture layer more, and then reduce the opacity of the background image. This will create a bunch of smaller blank spots. Be sure to save this as a .png so DB can automatically handle transparency which creates the ghosting effect without having to use GHOST OBJECT ON.
Crazy Donut Productions, Current Project: KillZone
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