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So, for example, if you want glowing bits on your item, you click the 'Self Illumination' checkbox, and then add a Shared Illum Mask. That then uses the alpha channel of whatever texture you loaded for the Illum Mask to determine what parts of the item glow, so full white is glowing and black is not (I believe. I haven't done this myself yet). The colour of the glow is determined by the RGB values you enter in the menu.
Transparency I am less sure of. I think that just goes by the alpha of your primary texture, but you have to make sure you're NOT using Base Map Alpha Phong Mask or Base Alpha for the Cube Map Alpha Mask, because those make the Alpha channel determine Phong and/or Reflection instead of the visibility of the texture itself.
Well, i'll try this and see if i can get to something, and again thanks!