Now I know that many old SSMer's have moved on, especially with the increase in gaming technology and it's sad to think of the old days of SSM where there was a strong, *mostly* friendly community. (with the expection of one little green fellow.. Urglub I believe was the name?

Also, a shout out to Fo0k and others for saving the SSM Archive. It's a tremendous feat and I hope that plethora of information is not soon lost.
All in all.. here is my story. I just got a new rig, it's not the best but I love it. you know.. i7 870, 8gb RAM, Radeon HD5570 1024mb, 1TB Hard drive. anyways, because of it I decided to start modding bf2, because.. just diffuse texture materials get old after awhile...
but I've recently been working on adding a holographic scope to the "RURIF_GP30"... what ever that is. I'm just calling it an AK47 because I'm not very gun literate. but I've added the scope to the main mesh, redid the LOD's, and reimported. Now I don't know how many of you work with materials in bf2, but the texture, normal, and specular map for the scope are perfectly fine.. however the material for the glass part of the sight (this is set to the "alpha" Technique, and a type of "1") only shows if you're looking at the gun from the front. Here's a video of it: http://screencast.com/t/8oysmjIEb don't worry you wont have to download it or anything.
what I show in the video is how once I make the two sight textures (which are just dirty glass placeholders by the way) set to the "alpha" Technique, the whole thing goes wack. it only shows the the alpha from a weird angle, and in one case appears to stretch the mesh. how can just an alpha setting do that?? I also show the model in 3ds max. I started with the sight mesh as a plane, but when this happened I changed it to a box thinking that was the problem. but now I realize that it just doesn't want to show anything from the normal angle.
Is it a mesh issue? a Texture issue? Material issue? any ideas? I mean any idea at all might help. maybe I'm exporting it wrong? should I use different settings for exporting from max? I just used the default ones.
This kind of thing is a huge set back to me as I'm planning on a small "Spec Ops" mod for bf2 with special assassination missions and things like that. and because mostly I'm planning on custom weapons more than anything I need to be able to figure out and work out these kinks. I mean I could always find ways around the transparency, but that would be frustrating and time consuming. Also if anyone's interested in playing around on this small sp mod with me I'd be unbelievably glad to have some help. I'm definitely willing to give it to anyone who's interested in SP mods
anyways, if anyone has any ideas please let me know, Thanks so much and I'm glad to be back
John P. Harrell