How would I make lets say... a "FlamesMesh:0" node (typical in bound weapons) to be transparent in the WHITE regions and keep the black? I have an edited dds file with black flames, and I've gone through your alpha-flags section and still, everything I've tried doesn't work, all I see is my custom shaped "refraction" mesh on my weapon in game.
I've tried:
(Always kepts enable blending ticked, the one time I didn't, it turned the whole flamesmesh:0 black so you can see the ugly vertices-points and stuff)
Source Blend Mode: Src Alpha
Destin. Blend Mode: One
Enable Testing? Yes
Alpha Test Function: Less or Equal
Alpha Test Threshold: 128
Source Blend Mode: Src Alpha
Destin. Blend Mode: Zero
Enable Testing? No
Alpha Test Function: Greater
Alpha Test Threshold: 128
and like 30 other combinations I can't remember or didn't write down. I could be sitting here forever trying to reverse engineer this, or I thought I'd ask you to see if it is even possible or if the system will always use Black for transparencies and white for white, and greys for color shaders from the effects file path...