So, I've been working on a scene where I draw a textured matrix as terrain and place a few grass and bush models on top. All the objects all draw with a Mipmap flag of "0", transparency as "1", and are textured with .png images supporting transparency. It all renders nice in vanilla DBPro, but when I initiate an RTS Sky System from Extends, the sky seems to "reflect"(is this the right word I'm trying to use to describe this????) the textures and colors from the sky system onto the textured matrix(shown as transparent stars), and the 3D models of grass/bushes(shown as solid objects of color similar to that used in sky objects). Here's an image of side-by-side comparison.

Here is all the relevant rendering-related code. Of course this is a large game project with multiple source files and functions that would be unnecessary to share, so these are just the sections that I believe are relevant to look at. Be aware the project is using a default camera of #0.
Function GenerateSky()
position camera 0, playerHeight#, 0
Backdrop Off
Fog On
//Setup Skybox
RTS Setup Skybox "RTS_EarthSky", 0
RTS Set Clock 0, 1, 1.0
RTS Set Wind Speed 0.0001, 0.00005
Set Camera Range 1 , 110000
Clear Camera View Rgb( 0 , 0 , 0 )
RTS Set Cloud Density 56
RTS Set Mist Density 25
RTS Shadow Shading Off
EndFunction
//This is a render of Grass, same properties applied to bushes
load object "media\EarthGrass.x", objSpawn#
scale object objSpawn#, 10, 10, 10
texture object objSpawn#, 2
set object texture objSpawn#, 0, 0
set object transparency objSpawn#, 1
Function Update()
RTS Update Skybox
EndFunction
And yes, the RTS Sky System loaded is simply a rename of one of the tutorial skies, so it can be considered flawless in construction. Thanks to anyone that can provide me any pointers, ideas, or help with this strange anomaly!