Starting with:
1) A rectangular plane with 50% transparency -- sea/water texture.
... then (level or z-position is the same):
2) A rectangular plane with 25% transparency -- sea/water texture.
... then: (level or z-position is the same):
3) Flat polygons ("areas") representing different areas in my game, plus roads and outlines.
... then:
4) Various 3D objects.
Those first two planes (water planes) are moving in their texture coordinates at slightly rates, creating a decent water effect. The problem is that there is no way I can put them on the same plane with my area polygons without either causing z-fighting or (if I disable zwrite for either or both) without causing the water textures to just flow over the area textures.
What I'm doing right now is slightly offsetting the sea/water texture by 1 point. But this doesn't look good close up, since you can tell that the land is "raised" and there's z-fighting far away. (albeit very far)
So, I guess what I need is a transparent EMT_SOLID...
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