How to make textured transparency work ? Material properties should be: "00 02 01 00" (MatClass properties, top to bottom), and some texture with alpha channel must be used. Where white on alpha will be non-transparent, black - transparent, shades of grey - semi-transparent (lighter - less, darker - more transparent). And now bugs: For example you`re trying to make front light glass: And you got glitch - reflectors are rendered ontop of the glass, where they should be behind it ! Cos of limitations of WR engine, transparent surfaces (textured) can`t use Z-buffer. Here is solution: When modeling - make glass polygons to be last in order of creation (in Lightwave it`s achievable by cutting & pasting of required polys, this way they are placed last). This way you`ll "emulate" Z-buffer :) Now WR will draw scene correctly. For Example you made half-transparent brakelights, and when you turn car, you can see wheels ontop of brakelights. (It`s common problem even with original WR cars). Why: May be wheels draws later than car body. Solution: Place some not transparent polygons right behind brakelight. This way they will draw ontop of wheels and brakelights ontop of em both :)