> 2.Mapped and added Standard Material to the new polygon.
I don't quite understand that bit.
This is the process of applying UVW maps and material to the model. There are several tutorials on the web for this if you need further help. A Goggle search should net you plenty of information.
> 3.Created a texture in PSP with an alpha channel and saved it as DECAL_.tga and also DECAL_.bmp (to be used in Gmax for placement on the polygon).
Colours? I'm guessing black for the parts I want invisible, i.e. where I want my original texture to show through.
Why both formats?
I don't know how you create your alpha channels? I made the decal this way:
I started off creating a (512X512) 24 bit texture with a base color of gray. I then colored the area of the decal red and added white lettering. From there I merge all layers down and save as bmp. Next I will create another (512X512) 8 bit gray scale with a base color of black. When that is done, I go back to the merged bmp and select all to copy the texture to clipboard. This copy is then pasted into the 8 bit gray scale. After the 8 bit gray scale has the new layer added to its base, I will copy it to clipboard. One more texture is created again (512X512) 24 bit base color black also. I will add the alpha channel to the new texture (I don't know which program you prefer for graphics, and I sense your frustration with my help. So, I won't waist your time trying to explain creating the alpha channel. Unless you want me too.) and past the 8 bit gray scale information into the alpha channel. The final texture is then saved to *.tga to be used in Imagetool later.
I use both formats because the *.tga with it