In the action 'nice_waves' I have set my.transparent=off; that did the trick.
But I like the water transparent so I commented out the parts that I don't need in the wdl file generated by IceX;

Code:

/////////////////////////////////////////////
//Script generated by IceX 2.0 Editor////////
/////////////////////////////////////////////

//bitmaps
bmap detail_texture1=<icx_detail1.tga>;
bmap detail_texture2=<icx_detail2.tga>;
bmap detail_texture3=<icx_detail3.tga>;
bmap detail_texture4=<icx_detail4.tga>;

//variables
var d3d_autotransparency = on;
var d3d_mipmapping = 0;

////defines
//define _alpha_sort, flag1;

//functions
function mtl_terrain_multitex_init();
//function mtl_entity_alpha_init();

//material for terrain
material mtl_terrain_multitex
{
skin1 = detail_texture1;
skin2 = detail_texture2;
skin3 = detail_texture3;
skin4 = detail_texture4;

event = mtl_terrain_multitex_init;
}

////material for entities
//material mtl_entity_default
//{
// emissive_blue = 0;
// emissive_red = 0;
// emissive_green = 0;
// ambient_blue = 150;
// ambient_red = 150;
// ambient_green = 150;
// specular_blue = 0;
// specular_red = 0;
// specular_green = 0;
// power = 1;
// albedo = 15;
//}

////material for entities with tga skin
//material mtl_entity_alpha
//{
// emissive_blue = 0;
// emissive_red = 0;
// emissive_green = 0;
// ambient_blue = 150;
// ambient_red = 150;
// ambient_green = 150;
// specular_blue = 0;
// specular_red = 0;
// specular_green = 0;
// power = 1;
// albedo = 15;
//
// event=mtl_entity_alpha_init;
// effect
// "
// texture entSkin1;
// dword mtlSkill1;
//
// technique t1
// {
// pass p0
// {
// Texture[0]=<entSkin1>;
// ZWriteEnable=True;
// AlphaBlendEnable=False;
// AlphaTestEnable=True;
// AlphaRef=<mtlSkill1>;
// AlphaFunc=Greater;
// CullMode=CCW;
// ColorArg1[0]=Texture;
// ColorOp[0]=Modulate2X;
// ColorArg2[0]=Diffuse;
// }
// }
// ";
//}

//initialising level
starter init_level
{
level_load("first_level.wmb");

wait(2);

fog_color = 1;

camera.fog_start = 100;
camera.fog_end = 30000;
camera.clip_near = 5;
camera.clip_far = 45000;

effect_load(mtl_terrain_multitex, "mtl_multitex.fx");
bmap_to_mipmap(mtl_terrain_multitex.skin1);
bmap_to_mipmap(mtl_terrain_multitex.skin2);
bmap_to_mipmap(mtl_terrain_multitex.skin3);
bmap_to_mipmap(mtl_terrain_multitex.skin4);
}

//function for terrain material
function mtl_terrain_multitex_init
{
mtl.matrix11 = float(32);
mtl.matrix22 = float(32);

}

////function for entity tga material
//function mtl_entity_alpha_init
//{
// mtl.skill1=pixel_for_vec(vector(128,0,0),0,8888);
//}
//
////action for entity
//action f_entity_default
//{
// //material
// IF(my._alpha_sort == 0){ my.material=mtl_entity_default; }
// IF(my._alpha_sort == 1){ my.material=mtl_entity_alpha; }
//}

action icx_terrain
{
my.material=mtl_terrain_multitex;
my.polygon=on;
c_updatehull(my,1);
}



set the my.transparent=on in the action nice_waves, but then the same problem occurs, so how can I get my water transparent without the discribed happenings??

Regards,
Frits


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits