While converting an rF1 track to rF2 I have bumped into a problem with an object that simulates glow around a light source. It uses a DDS (DX5) texture with an alpha channel going from black to white in a gradient/circular fashion, with a star-type flare in the middle. This looks good in rF1 while in rF2 the whole circle becomes solid until it reaches the fully white part of the alpha channel. Only then does the transparency kick in. (Not sure if that made sense, if you want more info, I can post some screenshots) I suppose this can easily be done in rF2 too, but how would you set up the material? Or does the texture need changes? Any help would be much appreciated.