A shader with alpha channel controlled transparency but NOT reflections controlled by the alpha channel... Is there such a thing?
Any shader that doesn't have 'Add Alpha Reflect' will work. Just set the source and destination blends to 'Src Alpha' and 'Inv Src Alpha' respectively.
Thanks for the reply... I'm using cube map specular map T1 (CMAPSPECMAPT0) diffuse lighting, cube map, spec map, tex1. I guess this should work. It doesn't though. My issue is I have everything pretty much on point by now, apart from the windows not doing what I want them to. It's glass so naturally I want it to reflect... But it has an alpha that determines the reflectiveness and solidness of the glass at the same time. As you can see the black border, not supposed to be transparen, around the glass (not the rubber seal) is super reflective compared to the transparent glass. I thought fine, I'll just try and make the border less than 255 in the alpha, but then it of course becomes transparent. It makes me want to kill kittens :/
OK, now your question makes sense . You could split that behaviour by using the "Bump Cube Specular Map Add Specular Reflect T1" shader. Reflections will be modulated by spec alpha; diffuse alpha only controls transparency.
Yeah it does not work... In fact it's become much, much worse... Kittens... As you can see it's chrome now... Makes 0 sense all this to me. It's like the spec map alpha does absolutely nothing. It's still like it's using the main textures' alpha channel. EDIT: Cube Blend is on 5 - not that it seems to do anything though...
Hmmm, all tracks use this shader for see-through glass ... Try playing with the Fresnel Reflect values (0.004; 0.5; 5.0 for instance)? This particular shader expects lower values by design.