We're mixing apples and oranges here: When saved as DXT3:
Black=chrome in the paintkit
Black=transparent in the alpha channel
When lettering a repaint_kit, if black is used the result is often chrome lettering; change the opacity of that layer to 99% black (which is not longer 'black') and nice black lettering appears using DXT3.
This has nothing to do with the alpha channel.
" . . . either reflective textures, or transparency, but not both."Why not?
It's done all the time; simply cover the invisible areas with black (while the alpha.bmp is overlayed on the paintkit) and the visible areas with white and the chrome areas with grey (DXT3).
Alpha Channel: this dark grey makes the windows transparent (see-through); Black makes them disappear and rendered in the sim as solid black The Alpha Channel filetype varies depending upon the format it is saved in: 32 bit Save is an 8bit file. Alpha channels are NOT Extended and can be viewed and edited in any picture program (Irfanview). They are simply *.bmp files.
May I suggest trying some of these techniques on the plane-in-question Simply Import the test Alpha Channels into DXTbmp.
Hope this helpsReferences cited:
Martin Wright's DXTbmp"Many of the formats support varying levels of transparency. This is displayed as an "Alpha Channel" which is represented as a 256 greyscale image. When saving an image this Alpha will be reduced to the appropriate number of transparency levels. 555-1 uses a simple on/off transparency and 444-4 and DXT3 formats have a
4 bit Transparency giving 16 levels of transparency. . . .
32 bit has a full 8 bit Transparency. This will be displayed (if selected from the Prefs menu) as a greyscale image where
White is 100% opaque and
Black is 100% transparent with levels of grey representing increasing levels of transparency."
N.B. " . . . with levels of grey representing increasing levels of transparency."