Quote: "I thought that only worked for alpha masking (errm, maybe that's not the correct term, but the one where only one specific color isn't drawn at all)"
The colorkey is used for images without an alpha channel
From the help files:
SET IMAGE COLORKEY Red Value, Green Value, Blue Value
A colorkey allows you to specify a particular RGB colour that will be treated as transparent by the image when used. Transparent pixels of an image are not drawn. You must use this command before loading or grabbing an image in order that a suitable alpha map be generated from the transparent pixels of the desired image to be calculated. The alpha map is then used to decide which pixels are drawn and which pixels are never rendered. Be aware that setting the color key for the purpose of transparency will not work on images based on the PNG, TGA and DDS file format as these carry their own alpha channel and describe their own pattern of transparency.
Quote: "whats the diffrence between the flags? ive searched in the Refrence Doc but nothing there."
For paste image, there are only 2 flags: 0 (no transparency) or 1 (transparency).
For an object, there are multiple flags available:
SET OBJECT TRANSPARENCY Object Number, Flag
The transparent colour is determined by the SET IMAGE COLORKEY command or the alpha channel of the texture. The transparency modes are used to control when and how the object is drawn into the scene, and are described below. Special consideration should be used with the depth sort system, which takes the coordinate of the object and camera and depth sorts based on the distance between these points. You can inadvertantly create a situation where a large object behind a small object would have a shorter distance, and be rendered last instead of first.
0 - draw first no alpha
1 - draw first with alpha masking
2 and 3 - draw second which overlaps solid geometry
4 - draw second alpha test (only render beyond 0x000000CF alpha values)
5 - water line object (seperates depth sort automatically)
6 - combination of 3 and 4 (second phase render with alpha blend AND alpha test, used for fading LOD leaves)
Cheers!
Sven B