rvhaasenWorks like a charm. I already posted in my 3rd post here about <alpha><binary/></alpha>, but with <alpha><smooth /></alpha> everything works with semi-transparency. But allow me to post certain parts of code to explain (just to explain everything, forgive me for being too informative, but I remember when I didn't understand a thing here

):
<textures>
<texture name="leaves.dds"> <file>./tex/leaves.dds</file><alpha><smooth /></alpha></texture>
</textures>
...
<meshfact name="Leaves">
<plugin>genmeshFact</plugin>
<priority>alpha</priority>
<ztest />
<params>
<mixmode><alpha /></mixmode>
...
</params>
</meshfact>
And that's all. Below is an additional line I used, it creates "nothing" for collision detection (in other words disables collision detection) and for visibility culling (disables visibility culling, since I use dynavis, regrettably my previous advice aren't working). Yes, with lines below instead of 2 certain lines above, it worked on both cullers.
</params>
<polymesh><viscull /><colldet /></polymesh>
</meshfact>
As an ex-FPS-gamer I prefer dynavis where it's less possible to have major slow-downs when you hastily turn your "head" to face something with too complex geometry. I just don't like this to happen so unexpectedlyOffTopic:Regarding 3ds exporter:
Don't you want to create a topic?
There you can explain how to use this exporter, how much of the previous code and conventions (like _g_ for genmeshes and such) you used. Did you redo "particles" part, since it was outdated in PlaneShift exporter and so on...
And attach exporter itself please, since I'd like to try it and to participate a little...
BTW in recent couple of days I've added "support" for materials with just colors and without texture, they can be added like this (m - material):
format "<material name=\"%\"> <color red=\"%\" green=\"%\" blue=\"%\" /></material>\n" m.name ( m.diffuse.red / 255 ) ( m.diffuse.green / 255 ) ( m.diffuse.blue / 255 ) to:WorldFileOut
and other misc stuff, like conditions to have both colldet and viscull switched off for certain mesh (but you already saw it in this post) and so on.
Later I'd like to add "Custom Property" for mesh to be able to control whether it has (collision detection && visibility culling) mesh inside itself or not, and whether to place it on meshFact or independently for each instance.
Same for normal exporting. I added it long ago but didn't even test it, since it takes too long to export them and I'd like to be able to export normals for certain meshes (in case there will be problems otherwise).
And more (it comes)
P.S. Don't quote everything below "OffTopic" line since I'd like to delete it (or move to new topic)...