- I allways use PaintNet to create all my textures.
- I'm not 100% sure, that you're completely right with the transparency-level:
---> 'opaque' means that this texture will hide the backround completely.
Examples are: tarmac, advetisements, walls. So, everything what should appear orthogonal AND not transparent in-game.
---> 'semi transparent' means that a special pixel of the texture can either be completely opaque or completely transparent - in computer language: zero or one - no intermediate status is allowed.
Examples are all textures containing transparent AND opaque parts, like track marshalls, trees, debris fences. They all have orthogonal faces in game, but the graphical appearance has to be - eh... - different to look good (a square marshall isn't realistic
).
---> '
full) transparency' means that imtermediate transparency levels are allowed.
Examples are all texures which are generally transparent, but however affect the view anyway, like glass, haze or water (if you want it to be transparent).
So your problem might be solved, when you choose 'full transparency' in SlimTex, before you save the .tga-file to .tex.
I really hope, this solves your problem
.