Well, it
should be possible using shaders; since they're actually able to change the segments colour and the alpha is a part of that.
So, basically it should work if you apply an edited segment shader on all of the surfaces that need to be transparent.
I'm no shader crack, but changing the return value of the "color" function should work, you can identify the shaders "color" function easily, it starts with "float4" and ends with " : COLOR".
I did the exact same thing with a water shader for dynamic entities a while back, although that shader was obviously applied to an entity, so I'm not 100% sure, if the same method works for segments.
I'll have a go myself and try it out, I'll edit the post once I know more.
Quote: "as FPSC would have to render everything that is behidn the transparent surfaces, too"
The problem would rather be that the culling
still takes place, since the segments are still there, and thus you'd see how parts of the level appear/disappear.
Edit: Alrighty, tested it, and instead of being half transparent, the segments turn completely transparent and I can clearly see how weird the culling works.
Shader experts like
bond1 could probably pull this of, but even then, it would
not work out due to the culling.
My advice: Forget about the glass idea, and rather create a shiny metallic or ice level instead.
-Doomster